Fighter (cont)

Martial Archetypes

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

Gunslinger

Held to a strict code of laws with a mission to keep the world from moving on, Gunslingers are more akin to knights than traditional lawmen. They are rigorously trained for their role from early childhood to adulthood. Performing superhuman feats of dexterity, endurance, and concentration, Gunslingers are dangerous and lawful combatants.

Grit

When you choose this archetype at 3rd level, you gain the use of Grit Abilities which are fueled by a special resource called Grit. Grit and its abilities can only be earned and used while unarmored or wearing light armor and wielding a firearm.

Grit. You begin with no Grit and your maximum Grit is twice your Fighter level. At the start of each of your turns in combat, add one Grit point if you are not incapacitated.

Additionally, when you score a critical hit or a killing blow on a creature you add a point of Grit if your target is sufficiently dangerous. (DM discretion) All remaining Grit is removed when finishing a long rest.

Grit Abilities. You learn four Grit Abilities of your choice when taking this archetype at 3rd level, which are detailed under the "Grit Abilities" section below. You learn an additional Grit Ability of your choice at 7th, 10th, and 15th level.

Peacekeeper of All-World

Through your rigorous training as a gunslinger you have learned how to wield a weapon with ruthless efficiency. You are proficient with Firearms and Firearm crafting tools.

Palaver. It is trivial for you to start a fire and set up a makeshift shelter in even the most barren environments. You are always able to locate water in the wild if it is to be had.

Knight of In-World. You can speak and understand High Speech, though you are unlikely to find many to converse with you since the world has moved on.

Crack Shot

Starting at 7th level, you can pool your attack potential into a single deadly shot. Use a Grit point and any available Actions to make as many attack rolls as you are allowed as if taking the Attack action for each one. You must choose to do so before making any attack rolls in this turn. All of these rolls are combined into one weapon attack. If any attack roll hits, the shot itself hits. Add your weapon’s damage dice + Dexterity modifier damage for each roll that would hit the target creature. If any attack roll critically strikes then the damage dice for each successful attack roll can be rolled twice as if they had crit as well. You apply any other modifier's damage only once at the end.

Once you use this ability twice you must finish a short or long rest before you can use it again.

Relentless Lawman

Starting at 10th level, you have completed your training and you inherit your father's gun. You now gain one extra point of Grit at the start of each of your turns in combat if you are not incapacitated.

Additionally, you have become an expert with your weapons and you ignore the Reload property of any Firearm with which you are proficient.

Inhuman Endurance

Starting at 15th level, you can now survive for weeks at a time in any climate with only a small amount of water. In addition, you can now Cheat Death.

Cheat Death. Whenever you are reduced to 0 or fewer hit points, you can spend all of your remaining Grit (minimum 3 points) to instead be reduced to 1 hit point. You can Cheat Death once per rest and it is not considered a Grit Ability.

True Grit

Starting at 18th level, all Grit Ability costs are lowered by 1 and you no longer remove all remaining Grit points when finishing a long rest.