Fighter Subclass - Shotgunner

Shotgun Proficiency

When choosing this martial archetype you gain proficiency with shotguns.

Shotguns are two-handed ranged weapons that deal 1d8 piercing damage in a 30ft cone. Creatures further than 15ft from the wielder take half damage, and creatures adjacent to them take double damage. The shotgun cannot hit a creature if another creature is in front of it. Shotguns do not add ability modifiers to damage rolls.

A shotgun can be fired once before needing to be reloaded. This can be done by forgoing one your attacks, or using either an Action or a Bonus Action.

Bloodthirst

The thrill of the kill invigorates you as you stride through the bloody mist where your enemy once stood. Bloody faced, you quickly scan the room looking for the next target.



Beginning at 3rd level, when you reduce an adjacent enemy to 0hp, you may use your reaction, if available, to immediately reload your shotgun and move half of your distance towards the nearest hostile creature. If it was a critical hit that triggered this effect, that creature must take a DC (8 + proficiency*2) Wisdom save or be frightened until the end of their next turn.

Two-Piece

Easy to learn, but hard to master, the two-piece is an integral part of the shotgunners combat repetoire.



If adjacent to a target, you can use your bonus action to make a melee weapon attack with the butt of your shotgun. The damage die for this attack is a d4 and the damage type is bludgeoning.

Successfully hitting a creature with this attack allows the user to double the proficiceny bonus on their next shotgun attack roll if made against the same creature before the end of the turn.

Crunch-Crunch

The cold metal of your shotgun gleams against the dim torchlight as you explain what you are holding to the prisoner. They’ve never seen one before - they either don’t believe you, or don’t know to be afraid of it. Their resolve falters when you press it to their thigh and explain, in depth, what would happen if you pulled the trigger.



From 7th level, the shotgunner counts as having proficiency in the Intimidate skill if they have their shotgun with them, or expertise if they were already efficient. Additionally, they can provide help to an allied creature attempting to intimidate, adding 1d6 to the roll.

Two-Piece Mastery

Countless enemies have fallen to your two-piece manoeuvre and you have learned to accurately determine whether a foe could be felled by it or whether they need to be softened up with a few more shotgun blasts from afar.



Beginning from 7th level, the first time you find yourself adjacent to an enemy on your turn, you may make a survival check to determine if your melee attack and follow up shotgun blast could actually kill them. (Is their HP less than 4 + your Strength modifier + 16?)





DM Discretion The DC of this save is up to you. If the fighter is facing a common enemy such as a Kobold, they may be have seen many of them in various states of health and such, a lower DC would be advisable.





Barrel Choke

The goblin sees you making quick work of his comrades and flees to gather reinforcements. He sprints over to another goblin riddled with arrows, stopping to taunt you before fumbling through his pack and producing a crude bugle.

Unfazed, you take the extra length of barrel from your pack and being fixing it to your shotgun. He blows through the horn, producing nothing more than a flatulent whine, and panics. You smirk at his amateurishness, checking the barrel is secure and pull the gun into the crook of your shoulder.

The goblin stands up straight, takes a deep breath and puts the horn to his lips. You fire and punch a hole through his stomach the size of one the gold pieces the locals have promised you for sorting their goblin problem. The noise of your shotgun will likely gather more reinforcements than his awful tooting, but in your mind that’s just made this job quicker.



At 10th level, you finish developing a choke for your shotgun barrel. It takes one action to fit, and either an action or bonus action to remove. When equipped with a choke, the shotguns range becomes 60 ft, can only target a single creature and deals 1d12 piercing damage. While the choke is equipped, damage is not halved at any range, nor is it doubled against adjacent targets.