{"name":"Gunslinger Fighter","overview":"A human in clanging plate armor holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armor, peppers the goblins with arrows loosed from his exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.\r\n\r\nA dwarf in chain mail interposes his shield between the ogre\u2019s club and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses.\r\n\r\nA gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd\u2019s delight\u2014and his own tactical advantage. His opponent\u2019s sword flares with blue light an instant before she sends lightning flashing forth to smite him.\r\n\r\nAll of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons & Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings\u2014as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.\r\n\r\n[h2]Well-Rounded Specialists[\/h2]\r\nFighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.\r\n\r\n[h2]Trained for Danger[\/h2]\r\nNot every member of the city watch, the village militia, or the queen\u2019s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters.\r\n\r\nSome fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards\u2014few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example.\r\n\r\n[h2]Creating a Fighter[\/h2]\r\nAs you build your fighter, think about two related elements of your character\u2019s background: Where did you get your combat training, and what set you apart from the mundane warriors around you? Were you particularly ruthless? Did you get extra help from a mentor, perhaps because of your exceptional dedication? What drove you to this training in the first place? A threat to your homeland, a thirst for revenge, or a need to prove yourself might all have been factors.\r\n\r\nYou might have enjoyed formal training in a noble\u2019s army or in a local militia. Perhaps you trained in a war academy, learning strategy, tactics, and military history. Or you might be self-taught\u2014unpolished but well tested. Did you take up the sword as a way to escape the limits of life on a farm, or are you following a proud family tradition? Where did you acquire your weapons and armor? They might have been military issue or family heirlooms, or perhaps you scrimped and saved for years to buy them. Your armaments are now among your most important possessions\u2014the only things that stand between you and death\u2019s embrace.\r\n\r\n[h3]QUICK BUILD[\/h3]\r\nYou can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Constitution, or Intelligence if you plan to adopt the Eldritch Knight martial archetype. Second, choose the soldier background.\r\n\r\n[table]\r\n[tr]\r\n[th]Level[\/th]\r\n[th]Proficiency Bonus[\/th]\r\n[th]Features[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1st[\/td]\r\n[td]+2[\/td]\r\n[td]Fighting Style, Second Wind[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2nd[\/td]\r\n[td]+2[\/td]\r\n[td]Action Surge (one use)[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]+2[\/td]\r\n[td]Martial Archetype[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4th[\/td]\r\n[td]+2[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]+3[\/td]\r\n[td]Extra Attack[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6th[\/td]\r\n[td]+3[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]+3[\/td]\r\n[td]Martial Archetype Feature[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8th[\/td]\r\n[td]+3[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]+4[\/td]\r\n[td]Indomitable (one use)[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10th[\/td]\r\n[td]+4[\/td]\r\n[td]Martial Archetype Feature[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]11th[\/td]\r\n[td]+4[\/td]\r\n[td]Extra Attack (2)[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]12th[\/td]\r\n[td]+4[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]+5[\/td]\r\n[td]Indomitable (two uses)[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14th[\/td]\r\n[td]+5[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]15th[\/td]\r\n[td]+5[\/td]\r\n[td]Martial Archetype Feature[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]16th[\/td]\r\n[td]+5[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]+6[\/td]\r\n[td]Action Surge (two uses), Indomitable (three uses)[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]18th[\/td]\r\n[td]+6[\/td]\r\n[td]Martial Archetype Feature[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]19th[\/td]\r\n[td]+6[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]20th[\/td]\r\n[td]+6[\/td]\r\n[td]Extra Attack (3)[\/td]\r\n[\/tr]\r\n[\/table]","hitdice":"d10","hitpointsfirstlevel":"10 + your Constitution modifier","hitpointsathigherlevels":"1d10 (or 6) + your Constitution modifier per fighter level after 1st","armorproficiencies":"All armor, shields","weaponproficiences":"Simple weapons, martial weapons","tools":"None","savingthrows":"Strength, Constitution","skills":"Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival","equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n\r\n[ul][li](a) chain mail or (b) leather armor, longbow, and 20 arrows[\/li]\r\n[li](a) a martial weapon and a shield or (b) two martial weapons[\/li]\r\n[li](a) a light crossbow and 20 bolts or (b) two handaxes[\/li]\r\n[li](a) a dungeoneer\u2019s pack or (b) an explorer\u2019s pack[\/li][\/ul]","spellcasting":"","features":"[h2]Fighting Style[\/h2]\r\nYou adopt a particular style of fighting as your specialty. Choose one of the following options. You can\u2019t take a Fighting Style option more than once, even if you later get to choose again.\r\n\r\n[b]Archery[\/b][br]\r\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\r\n\r\n[b]Defense[\/b][br]\r\nWhile you are wearing armor, you gain a +1 bonus to AC.\r\n\r\n[b]Dueling[\/b][br]\r\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\r\n\r\n[b]Great Weapon Fighting[\/b][br]\r\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\r\n\r\n[b]Protection[\/b][br]\r\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\r\n\r\n[b]Two-Weapon Fighting[\/b][br]\r\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.\r\n\r\n[h2]Second Wind[\/h2]\r\nYou 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.\r\n\r\n[h2]Action Surge[\/h2]\r\nStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.\r\n\r\nOnce 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.\r\n\r\n[h2]Martial Archetype[\/h2]\r\nAt 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.\r\n\r\n[h2]Ability Score Improvement[\/h2]\r\nWhen 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\u2019t increase an ability score above 20 using this feature.\r\n\r\nUsing the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.\r\n\r\n[h2]Extra Attack[\/h2]\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\nThe 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.\r\n\r\n[h2]Indomitable[\/h2]\r\nBeginning 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\u2019t use this feature again until you finish a long rest.\r\n\r\nYou can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.\r\n\r\n[h2]Extra Attack[\/h2]\r\nBeginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.\r\n\r\nThe number of attacks increases to four when you reach 20th level in this class.\r\n\r\n[h2]Extra Attack[\/h2]\r\nAt 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.","subclasses":"[h2]Gunslinger[\/h2][hr]\r\nMost warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or pole arm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them.\r\n\r\nHowever, some minds couldn\u2019t stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms.\r\n\r\nThis archetype focuses on the ability to design, craft, and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.\r\n\r\nShould this path of powder, fire, and metal call to you, keep your wits about you, hold on to your convictions as a fighter, and let skill meet luck to guide your bullets to strike true.\r\n\r\n[h3]Firearm Proficiency[\/h3]\r\nStarting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.\r\n\r\n[h3]Gunsmith[\/h3]\r\nUpon choosing this archetype at 3rd level, you gain proficiency with Tinker\u2019s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM\u2019s discretion). Some extremely experimental and intricate firearms are only available through crafting.\r\n\r\n[b]Firearm Properties[\/b][br]\r\nFirearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master\u2019s Guide. Firearms are ranged weapons.\r\n\r\n[i][b]Reload.[\/b][\/i] The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.\r\n\r\n[i][b]Misfire.[\/b][\/i] Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon\u2019s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker\u2019s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon\u2019s misfire score by 1.\r\n\r\n[i][b]Explosive.[\/b][\/i] Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.\r\n\r\n[b]Ammunition[\/b][br]\r\nAll firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker\u2019s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.\r\n\r\n[b]Firearms[\/b]\r\n[table]\r\n[tr]\r\n[th]Name[\/th]\r\n[th]Cost[\/th]\r\n[th]Ammo[\/th]\r\n[th]Damage[\/th]\r\n[th]Weight[\/th]\r\n[th]Range[\/th]\r\n[th]Properties[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]Palm Pistol[\/td]\r\n[td]50g[\/td]\r\n[td]2g (20)[\/td]\r\n[td]1d8 piercing[\/td]\r\n[td]1 lb.[\/td]\r\n[td](40\/160)[\/td]\r\n[td]Light, reload 1, misfire 1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Pistol[\/td]\r\n[td]150g[\/td]\r\n[td]4g (20)[\/td]\r\n[td]1d10 piercing[\/td]\r\n[td]3 lb.[\/td]\r\n[td](60\/240)[\/td]\r\n[td]Reload 4, misfire 1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Musket[\/td]\r\n[td]300g[\/td]\r\n[td]5g (20)[\/td]\r\n[td]1d12 piercing[\/td]\r\n[td]10 lb.[\/td]\r\n[td](120\/480)[\/td]\r\n[td]Two-handed, reload 1, misfire 2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Pepperbox[\/td]\r\n[td]250g[\/td]\r\n[td]4g (20)[\/td]\r\n[td]1d10 piercing[\/td]\r\n[td]15 lb.[\/td]\r\n[td](80\/320)[\/td]\r\n[td]Reload 6, misfire 2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Blunderbuss[\/td]\r\n[td]300g[\/td]\r\n[td]5g (5)[\/td]\r\n[td]2d8 piercing[\/td]\r\n[td]10 lb.[\/td]\r\n[td](15\/60)[\/td]\r\n[td]Reload 1, misfire 2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Bad News[\/td]\r\n[td]Crafted[\/td]\r\n[td]10g (5)[\/td]\r\n[td]2d12 piercing[\/td]\r\n[td]25 lb.[\/td]\r\n[td](200\/800)[\/td]\r\n[td]Two-handed, misfire 3, explosive[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Hand Mortar[\/td]\r\n[td]Crafted[\/td]\r\n[td]10g (1)[\/td]\r\n[td]2d8 fire[\/td]\r\n[td]10 lb.[\/td]\r\n[td](30\/60)[\/td]\r\n[td]Reload 1, misfire 3, explosive[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[h3]Adept Marksman[\/h3]\r\nWhen you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.\r\n\r\n[i][b]Trick Shots.[\/b][\/i] You learn two trick shots of your choice, which are detailed under \u201cTrick Shots\u201d below. Many maneuvers 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.\r\n\r\nYou 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.\r\n\r\n[i][b]Grit.[\/b][\/i] 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 deal a killing blow with a firearm to a creature of significant threat (DM\u2019s discretion). You regain all expended grit points after a short or long rest.\r\n\r\n[i][b]Saving Throws.[\/b][\/i] Some of your trick shots require your targets to make a saving throw to resist the trick shot\u2019s effects. The saving throw DC is calculated as follows:\r\n\r\n[b]Trick Shot save DC[\/b] = 8 + your proficiency bonus + your Dexterity modifier\r\n\r\n[h3]Quickdraw[\/h3]\r\nWhen you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.\r\n\r\n[h3]Rapid Repair[\/h3]\r\nUpon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.\r\n\r\n[h3]Lightning Reload[\/h3]\r\nStarting at 15th level, you can reload any firearm as a bonus action.\r\n\r\n[h3]Vicious Intent[\/h3]\r\nAt 18th 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.\r\n\r\n[h3]Hemorrhaging Critical[\/h3]\r\nUpon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.\r\n\r\n[h3]Trick Shots[\/h3]\r\nThese trick shots are presented in alphabetical order.\r\n\r\n[b]Bullying Shot[\/b][br]\r\nYou can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.\r\n\r\n[b]Dazing Shot[\/b][br]\r\nWhen 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.\r\n\r\n[b]Deadeye Shot[\/b][br]\r\nWhen you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.\r\n\r\n[b]Disarming Shot[\/b][br]\r\nWhen 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 you.\r\n\r\n[b]Forceful Shot[\/b][br]\r\nWhen 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.\r\n\r\n[b]Piercing Shot[\/b][br]\r\nWhen 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 +1 to the firearm\u2019s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.\r\n\r\n[b]Violent Shot[\/b][br]\r\nWhen 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 the firearm\u2019s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.\r\n\r\n[b]Winging Shot[\/b][br]\r\nWhen 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.","tabledata":"","tags":"Fighter, Class, Gunslinger, CR","isShared":"on","templateId":"25","blockId":"249387"}