Note: As with all major character choices, this should be discussed with your GM, and the game setting carefully considered before inclusion. Although firearms have been in use since the 10th century AD, many GMs find that firearm use do not suit the settings or themes of their campaigns, particularly if these are set in an early-Medieval or Ancient milieu.
Pistoleers, specially-trained soldiers who make use of flintlock weapons, are experts at their craft. Responsible for the engineering and maintenance of their own weapons, as well as for taking the battle to their foes with thunderous noise and swift action. Firearm Proficiency From 3rd level, when you select this archetype, you gain proficiency with the pistol and musket, as detailed in the Dungeon Master's Guide (pages 267 - 268). In addition, you gain proficiency with tinker's tools. Fine Aim From 3rd level, when you choose this archetype, you can use your action to take aim at a creature or object you can see within range. This grants advantage on your next ranged attack roll against that target before the end of your next turn. However, if you are damaged or disturbed before you make this attack, you must make a Constitution saving throw, as if maintaining concentration on a spell. Precision Shot From 3rd level, you gain the ability to make a firearm attack that lands with great precision. Once per round, if you have advantage on your attack roll, you can deal an additional 1d10 damage of the same type as the weapon's base damage (for example, a bullet from a pistol normally inflicts 1d10 piercing, a precision shot would increase this to 2d10 piercing). From 10th level, this additional damage is increased to 2d10. Lightning Reflexes From 7th level, your reactions at evading attacks and missile weapons are finely tuned. You gain proficiency in Dexterity saving throws. In addition, your Armour Class is increased by 2 against ranged attacks. Quick Fingers From 7th level, you can ignore the loading quality of pistols. Thunderous Volley From 10th level, you can use your reaction while armed with one or more firearms to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have enough ammunition for each target, as normal, and you must make a separate attack roll for each target. Professional Warrior From 15th level, your weapon attacks score a critical hit on a roll of 19 or 20. Hunter's Eye From 18th level, you can take aim as a bonus action instead of an action. Comments are closed.
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