Fighter Triggerman Subclass

Triggerman

Some fighters realize that certain foes can’t be overcome with sheer strength alone. Triggermen realize that the best way to take down an enemy is by exploiting their weaknesses, and will study creatures carefully in order to gain an edge in battle. They create their own weapons, experimental firearms, custom tailored towards the creature they’re hunting. These fighters are deadly not only because of their physical prowess, but also because of their mental prowess.

Focused fire

You can gain insight into your enemy’s weaknesses while fighting it, and often become obsessed with a single enemy. When you hit a creature with an attack, you can have that creature make a Wisdom saving throw against your Triggerman DC (8 + proficiency bonus + Dex mod). On a failure, you learn the creature's immunities, resistances and vulnerabilities if it has any. You also learn the creature’s lowest stat (If there is a tie, the DM picks which one to reveal). You also mark the creature as your prey. While your prey is marked and alive, you gain advantage on attack rolls against your prey, and disadvantage on all other attack rolls. You also gain advantage on Ability checks to help find your prey. As a bonus action, you can unmark your prey, and if you mark another creature as your prey, your old prey will be unmarked. Your prey can unmark itself by dealing damage to you greater than or equal to your current AC, forcing you to make a Constitution saving throw. The DC for the saving throw is equal to half the damage you take, rounded up. You can use your reaction to give yourself advantage on the saving throw, and add your Dexterity modifier to the roll, but you must choose to do so before making the roll. Your prey can also become unmarked if you become unaware of its location for 10 minutes or more. Once you mark a creature as your prey, you cannot mark that same creature again until you finish a long rest.

New age warrior

At 3rd level, you gain proficiency with firearms and smith’s tools. In addition, during a short or long rest, you can create experimental firearms. You cannot have more than two experimental firearms in the world at the same time, and if you try to create more, one or two of your previous experimental firearms will break, depending on how many you try to create. Only you know how to use your experimental firearms. 

To create experimental firearms, you must have access to smith’s tools and enough raw materials to cover the cost of the components you choose. Experimental firearms are made of two components: a base, and (optionally) a modifier. You can also salvage the material from old firearms over the course of a short or long rest, during which you can optionally use the material to create a new experimental firearm

By default, all experimental firearms are two-handed, deal piercing damage, require renaissance bullets as ammo, weigh 5 lbs, need to be reloaded with an action (although they can be reloaded at any time, not just when empty), and can be swapped with another firearm you’re carrying using an action or bonus action.

Base:

  • Semi-auto rifle (75 gp)

    • Range: 80/200 ft.

    • Reload: 12

    • Damage: 1d8

    • You may reload this weapon as a bonus action. Also, if you take the Disengage or Dash action, you may make an attack with this weapon as a bonus action. You may not use your Extra Attack when you do so.

  • Revolver (150 gp)

    • Range: 60/120 ft.

    • Reload: 6

    • Damage: 1d8

    • Has the light property, and can be shot with one hand, but must still be reloaded with two. Also, while holding this weapon, this is the only weapon you can use during surprise rounds, you have advantage on Initiative rolls, and you cannot be surprised if your turn is before all enemies who aren’t surprised.

  • Bolt-action rifle (200 gp)

    • Range: 120/400 ft.

    • Reload: 8

    • Damage: 2d6

    • You gain advantage on attack rolls with this weapon if you are prone or behind cover, and have not taken damage during the past round. Being prone also doesn’t impose disadvantage on attack rolls with this weapon.

  • Break-action Shotgun (300 gp, must be at least 7th level)

    • Range: 15/40 ft.

    • Reload: 2

    • Damage: 4d4

    • Being within 5ft of a target doesn’t impose disadvantage on attack rolls with this weapon. Also, when making an attack roll with this weapon with advantage, you may instead attack twice without advantage, choosing a random creature within 5ft of your target, other than you, for each attack. The same creature may be hit twice, and can be the target. This counts as a single attack, and only consumes one renaissance bullet.

  • Throwable Turret (500 gp, must be at least 7th level)

    • Range: 30/90 ft.

    • Reload: 24

    • Damage 1d10 (+1d4 if used as a firearm)

    • The firearm can be used as a regular firearm or a turret. As a bonus action, you can deploy the turret by throwing it up to 20 ft where it will stick to solid surfaces, even ceilings. If you have line of sight to the turret when it’s deployed, and you're within 20 ft of it, you can use a bonus action to call the turret back into your arms. See turret stats for more information on the turret 

Modifiers:

  • Precision sights (25 gp): If your target is in the firearm’s normal range, you don’t have disadvantage against prone targets, and you ignore bonus AC granted by three-quarters and half-cover. You only do so if you haven’t moved for a full round or if you target your prey. In addition, long range doesn’t impose disadvantage on attack rolls with this weapon.

  • Ergonomic grips (75 gp): This modification gives you better control over your weapon, allowing you to quickly shift your aim. As a reaction to a creature making an attack roll against a creature other than you and hitting, you can make an attack roll against that creature using this firearm before the creature makes the roll. If your attack roll is higher than the creature’s, the creature’s attack misses. If the creature is your prey, you can also make the creature drop any items it’s holding.

  • Bayonet (50 gp): You can make a melee attack with this weapon. When you do so, this weapon has the finesse and light properties and does (1d4 + the distance you moved before making the attack / 5) slashing damage. If the attack is a crit, or the target is your prey, you can fire this firearm against the same target, which will guarantee a hit.

  • High impact rounds (100 gp): These rounds produce a loud sound, disorienting nearby creatures. When you hit a target, you can choose to make every creature within 5 ft of the target, including the target, make a Constitution saving throw. Your prey has disadvantage on this saving throw. On a failure, the creatures take an extra 1d6 thunder damage, become deafened, and have disadvantage on all saving throws until the start of your next turn. On a success, all creatures affected except your prey become immune to this effect for 24 hours.

  • Integrated suppressor (150 gp): You have advantage on attack rolls with this firearm against any creature that hasn't taken a turn in combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. If you choose to make the creature you hit your prey, the creature automatically fails the Wisdom saving throw and becomes stunned until the end of your next turn.

  • Scatter shot (200 gp, must be at least 7th level): Once per turn, when you hit your prey with this firearm, you can choose up to 2 other creatures within 10 ft of your prey that you have line of sight to, that are within the firearm’s range, and that have an AC lower than your attack roll. Roll weapon damage for each target, including your prey, and split the damage between all of them in any way you choose. If you roll a crit against your prey, you can choose up to 4 creatures within 10 ft of your prey that you have line of sight to, and roll weapon damage twice for each target you choose.

  • Motion detector (300 gp, must be at least 10th level): As a bonus action, while holding this firearm, you can start or stop using the firearms motion detector. While using the motion detector, you have disadvantage on Wisdom (Perception) checks that use your regular senses, but you become aware of the position of any entity that has moved in the past 6 seconds within this firearm's normal range, even if the entity is invisible. Also, if you have hit your prey with this weapon, you become aware of the direction to your prey’s location, as long as your prey is within 1,000 feet of you. If your prey is in motion, you know the direction of its movement. If your prey moves more than 1,000 ft away from you, you need to hit your prey again in order to track them with this modifier.

  • Magical Infusion (500 gp, must be at least 10th level): When firing this firearm, you can choose to have this weapon deal force or necrotic damage instead of piercing damage. It also counts as magical for the purpose of overcoming resistance and immunity to non magical attacks and damage. When you hit your prey with this weapon, you can choose to start concentrating on your prey, as if concentrating on a spell. While concentrating on your prey, you can use your action and expend one piece of ammo to have this firearm deal piercing, necrotic or force damage (your choice) to your prey automatically. You can hold this concentration for 1 minute.

Energetic bullets

At 7th level, you create powerful new ammunition for your experimental firearms: energetic bullets. You have two different kinds of energetic bullets: general and precise. General energetic bullets can be used against any creature, and you have an amount equal to your proficiency bonus. You also have precise energetic bullets. These can only be used against your prey, but when a creature you used precise energetic bullets against dies, you regain the precise energetic bullets expended against that creature. If you take a long rest, you forfeit any precise energetic bullets you can regain in this way. You have an amount of precise energetic bullets equal to your Dexterity modifier. You regain all expended energetic bullets during a long rest.

Power Shot

At 7th level, you learn how to give your experimental firearms powerful new attacks. You learn 4 power shots from the list below that you can attach to your weapons. Any weapons you currently have gain power shots of your choice, and whenever you make a weapon you must also choose a power shot. To use a power shot, you must expend an energetic bullet.

Power Shots:

  • High voltage capacitor: On a hit, the target takes lightning damage equal to your firearms’ damage. Additionally, a high-voltage capacitor attaches to the target for 1 minute, making it painful to move. While the capacitor is attached to the target, the target is restrained. At the start of each of its turns until the spell ends, the target can make a Strength saving throw to break the device. The device can also be destroyed (AC equals Triggerman DC, HP equals half Triggerman DC).

  • Flare: You launch an incredibly bright projectile at a point in space. Every creature within 15 ft of the point you target must make a Dexterity saving throw, or take radiant damage equal to your firearms’ damage, and become blinded until the end of your next turn.

  • Dragon’s breath: On a hit, the target takes fire damage equal to your firearms’ damage. Additionally, the target becomes covered in fuel and flames, and must make a Constitution saving throw at the start of each of its turns until it’s no longer on fire. On a fail, the target takes damage equal to half the initial damage and on a success, the target puts out the flames fire. The target or a creature within 5 feet of it can make an ability check against your Triggerman DC to put out the flames, and other effects can also douse the flames (such as the target being submerged in water). After 5 failed saving throws and/or ability checks, the fuel explodes, causing each creature within 10 ft of the target to take fire damage equal to your firearms’ damage. The explosion uses up all the fuel on the target.

  • Deep wounds: On a hit, the target takes damage from the firearm as usual, but it becomes severely wounded. The target drops prone at the start of your turn while under this effect. The target also can’t regain hit points or gain temporary hit points while under this effect. A Wisdom (Medicine) check against your Triggerman DC ends the condition

  • Acid Zone: You choose a point you can see within range of your firearm. A 15ft square centered on that point, below that point becomes covered in acid for 1 minute, becoming difficult terrain. Each creature standing in its area must succeed on a Dexterity saving throw or take acid damage equal to your weapon damage. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or take acid damage.

  • Terror shot: You imbue your shot with illusory magic, making the target paranoid. On a hit, the target takes psychic damage equal to your firearms’ damage. Additionally, the target also becomes frightened of you, unless it is immune to being frightened. The creature can end the condition by breaking line of sight to you and using its action to make an Intelligence saving throw. On a failure, the creature takes 1d8 psychic damage, and is forced to end it’s turn. If the creature does not make the saving throw on its turn, it takes 2d8 psychic damage.

  • Intimidating blow: You attempt to threaten the creature with a painful but non lethal shot. Make a Charisma (Intimidation) check contested by the creature’s Wisdom (Insight) check. You have disadvantage if you don’t share a language with the creature, and you have advantage if the target is a humanoid, since you know the best way to hurt it. On a success, you charm the creature for 1 hour. While the creature is charmed, it will not hurt you, and if you share a language, you can make the creature perform a single action. The action must be reasonable, and cannot be directly harmful to the creature.

  • Sleeping dart: On a hit, the target takes poison damage equal to your firearms’ damage. Additionally, the target must make a Constitution saving throw or become poisoned until the end of the creatures next turn. The target is stunned while poisoned, and must make a Constitution saving throw at the start of each of it’s turns. The target has advantage if the creature has resistance or immunity to poison damage. Failing the saving throw cumulatively extends the poison's duration by 1 round per failure, and a success means the target no longer needs to make saving throws for this effect. Having 50 hit points or fewer at any time renders the poisoned target unconscious for 1 hour. Curing the poison wakes up the target, and you can end the poison as an action if you're within 5 ft of the target. Once the poison ends, the creature becomes immune to this power shot for 24 hours.

Power swap

At 10th level, you can swap one of your firearms power shots with another as an action by making a DC 17 Dexterity check using smith’s tools. You must be carrying the firearm to do this. Once you use this feature, you can't use it again until you finish a short or long rest.

Additional power shot options

At 15th level, you gain access to all power shot options

Master gunsmith

At 15th level, you can create up to 3 experimental firearms. In addition, you may choose to create firearm’s with up to two modifiers during a short or long rest.

Relentless

At 18th level, your prey never gets away, no matter what. If your prey manages to unmark itself, you can choose to become enraged by your prey for one minute. Doing so marks your prey again while you're enraged. If you fail to deal at least one damage to your prey each round while enraged, you lose your rage early. While enraged, you can only attack your prey, you gain resistance to all non-magical damage, triple your movement speed, and have you gain advantage on all saving throws. Your prey deals half as much damage to you, has vulnerability to damage dealt by your experimental firearms and power shots, has disadvantage on saving throws caused by your power shots, and whenever it misses an attack against you, you can use your reaction to automatically hit it with your experimental firearm or power shot without making an attack roll. If you hit your prey while you're within 30 ft of it, the hit is considered a critical hit. If you kill your prey while enraged, you regain all expended energetic bullets, regain 15d10 hit points and can immediately mark any creature you can see as your prey, without having them make a saving throw. Otherwise, you fall unconscious for 10 minutes, and suffer one level of exhaustion. Healing ends the unconsciousness early. You can only use this feature once per initiative roll.

Turret stats

The turret is a small construct. It has an AC of 18 and a number of hit points equal to half your maximum hit points. It has darkvision up to 90 ft and can’t see beyond that, and has a speed and climbing speed of 20 ft. A turret with the Motion detector modifier has blindsight up to 30 ft. It is immune to poison damage and psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. In combat, the turret shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own. It can understand every language you speak, and on it’s turn it follows your orders to the best of it’s abilities. If the turret needs to choose a target by itself, it prioritizes the creature it shot most recently, otherwise it picks at random. The turret can do anything you could use the turret for if you used it as a firearm, including power shots if you allow it. While your prey is marked and alive, the turret gains advantage on attack rolls against your prey, and disadvantage on all other attack rolls. On your turn, when you take the attack action, you can have the turret attack instead. If it is reduced to zero hit points, it can no longer stick to or climb objects, and you must repair it by succeeding at a DC 18 Intelligence check using smith’s tools while you’re no more than 5 ft away from it before it can be used as a firearm or turret.

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