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Fighter Subclass: Powdermage


Hit Points

Hit Dice: d10 per Fighter Subclass: Powdermage level
Hit Points at first Level: 10 + CON Modifier
Hit Points at Higher Levels: 1d10 (6) + CON Modifier

Proficiences

Armor: All, Shields
Weapons: Simple Weapons, Martial Weapons, Gunpowder Weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

Overview & Creation

Matt Mercer's Gunslinger + Arcane Archer = Brian McClellan's Powdermage


Class Features

Level Proficiency Bonus Feature
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge (one use)
3rd +2 Martial Achetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Martial Archetype Feature
8th +3 Ability Score Improvement
9th +4 Indomitable (one use)
10t +4 Martial Archetype Feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Indomitable (two uses)
14th +5 Ability Score Improvement
15th +5 Martial Archetype Feature
16th +5 Ability Score Improvement
17th +6 Action Surge (two uses), Indomitable (three uses)
18th +6 Martial Archetype Feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)

 


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) chain mail or (b) leather armor, longbow, and 20 arrows
(a) a martial weapon and a shield or (b) two martial weapons
(a) a light crossbow and 20 bolts or (b) two handaxes
(a) a dungeouneer's pack or (b) a n explorer's pack


Subclass Options

Champion (PHB pg. 72), Battle Master (PHB pg. 73), Eldritch Knight (PHB pg. 74), Arcane Archer (XGE pg. 28), Cavalier (XGE pg. 30), Samurai (XGE pg. 31)  

Fighter Level Feature
3rd Firearm Proficiency, Powdermage Lore, Adept Marksman
7th Quickdraw, Curving Shot
10th Arcane Shot (two options)
15th Lightning Reload
18th Hemorrhaging Critical, improved Arcane Shot
 
FIREARM PROFICIENCY
Starting 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.

POWDERMAGE LORE
At 3rd level, you learn magical theory or some of the secrets of gunpowder – typical for practitioners of of this modern martial tradition. You choose to gain proficiency in the Arcana skill, and you choose to learn either the Prestidigitation or the Mage Hand cantrip.

ADEPT MARKSMAN
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, which are detailed under “Trick Shots” 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.
You learn one 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 Intelligence 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. 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

QUICKDRAW
When 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.

CURVING SHOT
At 7th level, you learn how to direct an errant bullet toward a new target. When you make an attack roll with a firearm and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

ARCANE SHOT
At 7th level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see "Arcane Shot Options" below).
Once per turn when you fire a bullet from a firearm as part of the Attack action, you can apply one of your Arcane Shot options to that bullet. You decide to use the option when the bullet hits. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.
You gain an additional Arcane Shot option of your choice and each option also improves when you become an 18th-level fighter.

Saving Throws. Some of your arcane shots require your targets to make a saving throw to resist the arcane shot’s effects. The saving throw DC is calculated as follows:

Arcane Shot save DC = 8 + your proficiency bonus + your Intelligence modifier

LIGHTNING RELOAD
Starting at 15th level, you can reload any firearm as a bonus action.

HEMORRHAGING CRITICAL
Upon 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.



TRICK SHOT OPTIONS
These trick shots are presented in alphabetical order.

Bullying Shot
You 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.

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 you.

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 +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against one additional creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.

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 the firearm’s misfire score. 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.



ARCANE SHOT OPTIONS
The options are presented here in alphabetical order.

Bursting Bullet
You imbue your bullet with force energy drawn from the school of evocation. The bullet detonates after your attack. Immediately after the bullet hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.
The force damage increases to 4d6 when you reach 18th level in this class.

Piercing Bullet
You use magic to give your bullet an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the bullet fires forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The bullet passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the bullet, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
The piercing damage increases to 2d6 when you reach 18th level in this class.

Seeking Bullet
Using magic, you grant your bulletthe ability to seek out your target, allowing the bullet to curve and twist its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The bullet flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the bullet to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the bullet , plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.
The force damage increases to 2d6 when you reach 18th level in this class.

Shadow Bullet
You weave magic into your bullet, causing it to occlude your foe’s vision with shadows. The creature hit by the bullet takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
The psychic damage increases to 4d6 when you reach 18th level in this class.  
 


Created by

Troll for Initiative.

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