Custom (Player's Handbook p.g.70-72)
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft modifications at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
When you choose this archetype at 3rd level, you learn to perform powerful Trick Shots to disable or damage your opponents using your firearms.
Trick Shots. You learn two trick shots of your choice. Many trick shots enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack. You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or you take damage from a critical hit without going unconscious. You regain all expended grit points after a short or long rest.
Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows: Trick shot save DC = 8 + your proficiency bonus + your Dexterity modifier
When you reach 7th level, you can make a ranged attack with a firearm on inisitive count 20 on the first round of combat.
Upon reaching 10th level, you can reload a firearm using half of your movement.
Starting at 15th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.
Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally gains the 'Hemorrhaging Wound' injury.
Bullying Shot. You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. After you hit or miss a creature with a firearm you can expend one grit point to make the creature need to succeed on a Wisdom saving throw or be Frightened of you until the end of its next turn.
Dazing Shot. When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
Deadeye Shot. When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.
Disarming Shot. When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from it.
Forceful Shot. When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.
Piercing Shot. When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a -2 to hit. On a hit, the creature suffers normal damage and deal half damage against every creature in a line directly behind the target within your normal range increment.
Snap Shot. When you make a firearm attack against a creature, you can expend two grit point to make one additional ranged weapon attack as part of that action.
Steady Shot. When you make a firearm attack against a creature, you can expend two grit point to make attacking at long range not impose disadvantage on your attack roll and ignore half and three-quarters cover.
Violent Shot. When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a -2 to hit. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.
Winging Shot. When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
Level | Proficiency Bonus | Features |
|---|---|---|
1st | +2 | Fighting Style, Second Wind |
2nd | +2 | Action Surge (x1) |
3rd | +2 | Martial Archetype |
4th | +2 | Ability Score Improvement, Martial Versatility (Optional) |
5th | +3 | Extra Attack (x1) |
6th | +3 | Ability Score Improvement, Martial Versatility (Optional) |
7th | +3 | Martial Archetype feature |
8th | +3 | Ability Score Improvement, Martial Versatility (Optional) |
9th | +4 | Indomitable (x1) |
10th | +4 | Martial Archetype feature |
11th | +4 | Extra Attack (x2) |
12th | +4 | Ability Score Improvement, Martial Versatility (Optional) |
13th | +5 | Indomitable (x2) |
14th | +5 | Ability Score Improvement, Martial Versatility (Optional) |
15th | +5 | Martial Archetype feature |
16th | +5 | Ability Score Improvement, Martial Versatility (Optional) |
17th | +6 | Action Surge (x2), Indomitable (x3) |
18th | +6 | Martial Archetype feature |
19th | +6 | Ability Score Improvement, Martial Versatility (Optional) |
20th | +6 | Extra Attack (x3) |
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