Storm King's Thunder
Fighters in the Forgotten Realms have the following options, in addition to those found in the Player's Handbook.
Purple Dragon Knight
Purple Dragon knights are warriors who hail from the kingdom of Cormyr. Pledged to protect the crown, they take the fight against evil beyond their kingdom's borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers. A Purple Dragon knight inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band. A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight's actions can awaken reserves of courage and conviction in allies that they never suspected they had.
Purple Dragon Knights are tied to a specific of Cormyrean Knighthood. Banneret serves as the generic name for this archetype if you use it in other campaign settings or to model warlords other than Purple Dragon knights.
When you choose this a rchetype at 3rd level, you learn how to inspire your allies to fight on past their injuries. When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.
A Purple Dragon knight serves as an envoy of the Cormyrean crown. Knights of high standing are expected to conduct themselves with grace. At 7th level, you gain proficiency in the Persuasion
skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance. Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.
Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you. Starting at 17th level, you can choose two allies within 60 feet of you, rather than one.
Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving
throw and must use the new roll.
Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or polearm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them.
However, some minds couldn't 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.
This 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.
Should 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.
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.
Upon choosing this archetype at 3rd level, you gain proficiency with Tinker's Tools. You may use them to craft ammunition, repair damaged firearms, or even draft and create new ones (DM's discretion). Some extremely intricate and experimental firearms are only available through crafting.
Also starting at 3rd level, you gain a number of grit points equal to your Wisdom modifier (minimum of 1). You can spend grit points to perform various "shot" attacks with your firearms. An attack can only be affected by a single shot feature. You can regain spent Grit points in the following ways:
Critical hit with a firearm Each time you score a critical hit with a firearm attack while in the heat of combat, you regain 1 spent Grit point. Critical hits gained outside of die rolls (via enemy conditions) do not generate grit.
Killing Blow with a firearm Each time you reduce a dangerous creature (DM's discretion) to 0 hit points with a firearm attack, and kill them, you regain 1 spent Grit point.
You also regain all spent Grit points after finishing a short or long rest.
Beginning at 3rd level, you can spend 1 Grit point to gain advantage on the next attack you make with a firearm this round.
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.
Starting at 7th level, you've discovered ways to push your firearms past their intended potential at the peril of damaging them. You can spend 1 or more Grit points before making an attack roll with a firearm. For each grit point spent, that attack gains +2 to the firearm's mischance score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage of the attack.
By 10th level, you've honed your aim to fire off targeted shots to disable an opponent. You can spend 1 grit point before making an attack roll to target a specific location on the target's body. If the specified body part cannot be seen. or the target lacks the part in question, only normal damage is suffered no additional effect.
Trick Shot DC=8 + your Proficiency Bonus + your Dexerity Modifier
Head. On a hit, the target takes normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
Arms. On a hit, the target takes normal damage and must make a Strength saving throw or drop 1 held item of your choice.
Torso. On a hit, the target takes normal damage and is pushed up to 10 feet directly away from you.
Legs/Wings. On a hit, the target takes normal damage and must make a Strength saving throw or get knocked prone.
Starting at 15th level, you can reload any firearm as a bonus action.
By 15th level, you've refined your deadly gunplay to allow certain shots to pierce through foes and continue on to damage others. You can spend 1 grit point before making an attack roll with a firearm that deals piercing damage. If the attack hits, you make an attack roll against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.
At 18th level, your firearm attacks score a critical hit on a roll of 19-20.
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.
All 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's Tools (cost and time are DM's discretion). Each firearm uses its own unique ammunition.
Firearms are a new 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 in the Dungeon Master's Guide. Firearms are ranged weapons.
Reload 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.
Misfire Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon's 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's Tools check (DC equals to 8 + misfire score). If your check fails, the weapon is broken and must be repaired out of combat at half the cost of the firearm.
Scatter An attack is made against each creature within a 30 ft cone. These attacks are simultaneous. If an affected creature is adjacent to you, they suffer double damage on a hit. This attack cannot be affected by any of your shot features.
Explosive Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equals to 8 + your Proficiency Bonus + your Dexerity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
|Pistol||250g||1d10 piercing||3 lbs||(100/400)||Reload 4, misfire 1|
|Musket||500g||1d12 piercing||10 lbs||(200/800)||Two-Handed, reload 1, misfire 2|
|Pepperbox||450g||1d10 piercing||5 lbs||(150/600)||Reload 6, misfire 2|
|Scattergun||500g||1d8 piercing||10 lbs||(15/30)||Reload 2, misfire 3, scatter|
Badnews Crafted 2d12piecing 25 lbs (300/1200) Two-handed, reload 1, misfire 3
Hand Mortar Crafted 2d8 fire 10 lbs (30/60) Reload 1, misfire 3, explosive
Gunslinger was designed by: Mattew Mercer – This work contains copyrighted materials that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for the Dungeon Master's Guild. All other original material in this work is copyright © 2016 by Matthew Mercer.
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