Starting at 7th level, you learn how to devise clockwork explosive devices using your tinker’s tools. Once per short or long rest, you may spend an hour of light activity to create one of the devices listed below, if you have 25 gp worth of necessary materials. The device becomes inert 24 hours after its creation, but you may reuse the inert device's materials to make another.

At 3rd level, you have gained a familiarity with the inner workings of the advanced weaponry produced by Meridia’s workshops. You gain proficiency in tinker’s tools, and may use them to craft ammunition, repair and maintain firearms, or create new explosive devices. Additionally, you may purchase the stormtrooper’s signature weapons – the clockwork rifle, revolver, and trench gun – for a quarter of the listed cost in the Firearms (Equipment) table, due to your qualifications.

Saving Throws. Some of your techniques require your target to make a saving throw to resist the technique’s effects. The saving throw DC is calculated as follows:

Techniques. You learn one technique of your choice, which are detailed under “Techniques” below. You may only use one technique per attack. You can use techniques granted by this feature four times, regaining uses on a short or long rest. You gain one additional technique and one more use of this feature at 7th and 15th level.

When you choose this archetype at 3rd level, you learn a number of ranged weapon techniques as a result of your training.

Stormtroopers are the best and brightest infantry in the Imperial Meridian Army, armed with the latest strategies and technologies that Meridia has to offer. Built to hit fast and hit hard, Meridian stormtroopers excel at skirmishes and ambushes – unleashing a deadly torrent of rifle fire and explosive gadgets then disappearing before the enemy has a chance to react. While stormtroopers can perform well as crack troops on the battlefield, they are commonly used in small units for more clandestine operations such as assassination, sabotage, and raiding, where their skill set truly shines. Retired stormtroopers make excellent adventurers, owing to their combat prowess and diverse knowledge of both tactics and advanced technology.

The only warning the Dragonsreach command staff had was half a second of ticking before smoke and shrapnel filled their encampment. The cloud of debris had not even cleared before the marauders on guard duty were slaughtered in a hail of bullets. Moments later, the officers heard footsteps approach the tent. A blinding flash, and perhaps a glimpse of a blue and silver cloak were the last things they ever saw.

Clockwork Bomb. The clockwork bomb is a shrapnel bomb on a clockwork fuse. As an action, you may arm the bomb and throw it at a point up to 60 feet away. Each creature within a 20 ft. radius must make a Dexterity saving throw against your Technique save DC. A target takes 6d6 nonmagical piercing damage on a failed save, or half as much on a successful one.

Breaching Charge. The breaching charge allows entrances to be made in otherwise impenetrable structures. You may spend an action to attach the charge to a structure’s surface and arm the fuse. After being armed, the charge automatically detonates at the start of your next turn. When detonated, the charge creates a 5-foot-wide opening through up to 5 feet of material. It does not have enough power to damage a creature, but may have additional environmental effects, such as kicking up a cloud of debris or collapsing a particularly flimsy structure.

Flash Grenade. The flash grenade is designed to temporarily incapacitate enemies in closed environments. As an action, you may arm and throw the grenade at a point up to 60 feet away. Each creature within a 20 ft. radius must make a Dexterity saving throw against your Technique save DC. A target is blinded and deafened for 1 round on a failed save, or only deafened on a successful one.

Incendiary Smoke Bomb. The incendiary smoke bomb is an effective area and vision denial weapon. As an action, you may arm and throw the bomb at a point up to 60 feet away. Upon impact, the bomb bursts and disperses smoke in a 20-foot-radius, which spreads around corners and causes the area to be heavily obscured. It lasts for up to 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

A creature must make a Constitution saving throw against your Technique save DC when it enters the area for the first time on a turn or starts its turn there. On a failed save, it takes 2d6 fire damage as the smoke reacts to the target’s skin and causes agonizing burns.

Poison Gas Bomb. The poison gas bomb is a chemical weapon made to incapacitate foes. As an action, you may arm and throw the bomb at a point up to 60 feet away. Upon impact, the bomb bursts and disperses a clear gas in a 20-foot-radius, which spreads around corners. It lasts for up to 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

A creature must make a Constitution saving throw against your Technique save DC when it enters the area for the first time on a turn or starts its turn there. On a failed save, the creature becomes incapacitated until the start of its next turn as the vapors cause intense pain in the target’s lungs. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw.

Small Unit Tactics

At 10th level, you have gained experience coordinating with small groups in combat environments, and can easily maintain a sense of cohesion among group members. When you or an ally within 30 feet of you rolls initiative, you may grant yourself and up to six allies within 30 feet of you a bonus to initiative checks equal to half your proficiency bonus, rounded down.

Master Tactician

Starting at 15th level, you have gained an understanding of how to use weapon techniques in conjunction with group tactics. Once per short or long rest, you can expend a reaction and one use of your techniques to grant a willing ally the ability to use one of your known techniques one time, as long as they are within 30 feet of you and can see or hear you. If the technique is not used in the next 1 minute, the ally loses the benefits of this feature.

Marksman Shot

At 18th level, your trained eye can pick out a target’s vital spots and exploit that knowledge to deadly effect. You can use a bonus action to take aim at a creature, gaining advantage on your next ranged weapon attack against that creature. If the attack hits, the target must make a Dexterity saving throw. On a failed save, the attack becomes a critical hit. You may only use this feature once per short or long rest.

Techniques

The techniques are presented in alphabetical order.

Ambush Warfare. When you are hidden from a creature and hit it with a ranged weapon attack, you may expend a use of your techniques to add one additional damage die to the weapon’s damage roll.

Barrage. When you make a ranged weapon attack against a creature, you can expend a use of your techniques to make another attack with the same weapon against the same creature. You may only use this once on each of your turns.

Close Quarters Combat. When you are wielding a firearm and a hostile creature within 5 feet of you makes a melee attack against you, you can use your firearm to attempt to parry the attack. You can use a reaction and expend a use of your techniques to add your Dexterity modifier + proficiency bonus to your AC.

Fire and Movement. When you make a ranged weapon attack, you may expend a use of your techniques to get out of a dangerous situation. You may take a Dash action as a bonus action, and you do not provoke opportunity attacks while doing so.

Overwatch. When a creature within sight makes an attack roll against an ally within 30 feet of you, you may spend a reaction and expend a use of your techniques to make a ranged weapon attack against the attacking creature.

Suppressive Fire. When you hit a creature with a ranged weapon attack, you may expend a use of your techniques to attempt to keep the target suppressed. The target must make a Wisdom saving throw. On a failed save, its move speed is reduced to 0 and it can’t take reactions. Creatures that are immune to being frightened automatically succeed this saving throw.

Art Credit

Art is by Choi Keun Hoon