Hybridier (Fighter Archetype)

With the discovery of gunpoweder and it's use for firearms, many combatants question whether or not they are further needed in the slowly advancing world of steam and gunpowder. While that may be the case, magic is still more dominant than a firearm could ever be. But then one day,someone asked the most ridiculous question,“What if we could combine the mechanisms of a firearm and a melee weapon?” And thus came eager crafters with the talent to forge and craft one such experimental weapon platform. Many have crafted a wide variety of these so called "hybrid weapons", However there came those who would kill for such technology for profit or fame. And thus many hybrid crafters have vanished from existence with their knowledge either lost or stolen. These blueprints contained many versions of the same weapons, and a wide veriety of experimental ammunition for not just damage, but also utility. These weapons if put into the wrong hands could spell the end of the world. But those who do understand this technology, will take responsability and be rewarded for their efforts, for these men and women would then proudly become hybridier's.

Hybrid Proficiency

Starting when you choose this archetype at 3rd level, you become proficient with experimental hybrid weaponry, allowing you to add your proficiency bonus to your attacks made with hybrid weapons.

Hybrid Arms

Hybrid arms are martial weapons being converted into experimental melee and ranged weapons. You can choose a martial weapon of your choice except the whip, flail, and martial ranged weapons, to convert it into a hybrid weapon. Hybrid weapons will retain their properties from the weapon they were based on. Once crafted, the hybrid weapon will have gained a 4 round cylindrical cartridge for your regular shell rounds, and one special cylidrical tube launcher for your unique shell rounds. When using a hybrid weapon, you can also preform ranged attacks with the weapon. The damage of a hybrid weapons ranged attack is a 1d6(+dexterity modifier) damage die with a range of 50/200. Unique shell round range is 40ft.

Hybrid Arms' Properties

Hybrid arms are a prototype technology and are even more volatile than their firearm counterparts, as such hybrid tech share a unique set of properties much like firearms. Some properties are followed by a number, and this number signifies an element of that property.

Reload: The weapon can be fired a number of times equal to its Reload score. You must have one free hand and an action to reload the weapon.

Unique Certain ammunition for hybrid arms will posses the unique property. The ammunition with this property can only be used in the hybrid arms cylindrical tube launcher, which uses a seperate mechanism from the main one. The hybrid weapon may only store one unique shell in the chamber at a time and can be reloaded for another unique shell by using a bonus action(to replace one with another or if the launcher is empty). Using a peice of unique amunnition will use your action.

Hybrid Gunsmith

Upon selecting this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use Tinker's tools to create your hybrid weapon, create shell rounds,and potential upgrades of your will and imagination. Keep in mind, your first hybrid weapon that you craft will be free, considering that you would have gathered the materials and slowely built it overtime. If you lose your hybrid weapon or want to build a new one, you will require 100GP, a martial weapon, and 2-3 days to complete it. Per successful skill check, you will be able to construct 4 piercing shell rounds for your hybrid weapon. Additionally, you also have access to learn and craft 2 unique shell rounds, however you are limited to carry up to 2 unique shell rounds on your person. You will learn additional unique shell rounds and gain an additonal carrying capacity for your unique shell rounds upon reaching 7th, 10th, and 15th level.

Explosive Shell: The explosive shell will deal 2d6 explosive damage on impact. Any creature within a 10ft radius must make a dexterity saving throw. on a succesful save they take half damage. This shell can deal damage to the environment.

Black Smoke Shell: Using this unique piece of ammunition will allow you to form a black cloud on impact that has a 20ft radius and will last for 3 turns or until a wind of moderate or greater speed(at least 10 miles per hour)disperses it. Any allies, including yourself that are in the radius will be considerd using half cover.

True Wind Shell: This shell on impact will burst and form a 5ft cloud of healing that amplifies the effects of Second Wind. While in the cloud, If your health is under 50%, second wind healing increases from a 1d10 to a 2d10. if an ally is within the cloud along side you, they also gain second winds benefits.

Stink Bomb Shell: When firing this shell, it bursts on impact and creates a 20ft radius Sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against your save DC. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. The stink bomb shell will last for 3 turns or until a wind of moderate or greater speed(at least 10 miles per hour)disperses it.