Magiteknology keeps developing at an unrelenting pace. Originating from the Moogle city of Goug, the city of technological advancement, comes new weapons - firearms. Following the example of the Moogle researchers Lorentz and Julien, there now exist many facilities that produce such weapons, although the designs for the best firearms are still kept top secret in Goug.
The Fusilier is a class that has been adeptly trained in wielding these weapons of destruction. Whether bringing silent death from afar, or delving more into the abilities of the arcane to enhance their shots, adventurers who choose to take on the mantle of Fusilier become people to be feared - and ever more so as magiteknology continues to progress.
| Hit Dice | 1d8 per level |
|---|---|
| HP at Level 1 | 8 + CON modifier |
| HP at higher levels | 1d8 (or 4) + CON modifier per level |
| Armour | Light armour |
|---|---|
| Weapons | Simple weapons, hand crossbows, heavy crossbows, all firearms |
| Tools | Tinker's Tools |
| Saving Throws | DEX, INT |
| Skills | Choose three from Acrobatics, Athletics, History, Intimidation, Investigation, Perception, Sleight of Hand, and Stealth |
| Level | Proficiency Bonus | Abilities | Skills Known | Grit Points | Trick Shots |
|---|---|---|---|---|---|
| 1 | +2 | Gunsmith, Fighting Style: Archery, Weapon Mastery | 1 | – | – |
| 2 | +2 | Grit, Trick Shots | 2 | 2 | 3 |
| 3 | +2 | Skilled Mind | 3 | 2 | 3 |
| 4 | +2 | Ability Score Improvement | 4 | 3 | 3 |
| 5 | +3 | Extra Attack | 5 | 3 | 3 |
| 6 | +3 | Ability Score Improvement | 6 | 3 | 3 |
| 7 | +3 | Lightning Reload | 7 | 4 | 4 |
| 8 | +3 | Ability Score Improvement | 8 | 4 | 4 |
| 9 | +4 | Gunsmith (Repair) | 9 | 4 | 4 |
| 10 | +4 | Recalibrate | 10 | 4 | 5 |
| 11 | +4 | Extra Attack | 11 | 4 | 5 |
| 12 | +4 | Ability Score Improvement | 12 | 4 | 5 |
| 13 | +5 | — | 13 | 5 | 6 |
| 14 | +5 | Masterful Shot | 14 | 5 | 6 |
| 15 | +5 | Lightning Reload (∞) | 15 | 5 | 6 |
| 16 | +5 | Ability Score Improvement | 16 | 5 | 6 |
| 17 | +6 | Improved Critical | 17 | 5 | 7 |
| 18 | +6 | Hemorrhaging Critical | 18 | 6 | 7 |
| 19 | +6 | Ability Score Improvement | 19 | 6 | 7 |
| 20 | +6 | Extra Attack | 20 | 6 | 7 |
As you create your Fusilier, spend some time thinking through how you were trained in using firearms. Were your family gunsmiths, and so you had practice with them? Were you part of a larger town or city which had access to firearms, and were part of the town guard? Are you the kind of person who loves to tinker with your firearms, pushing the boundaries of their creation with magitek? Or are you more focused on your skills, becoming a swift gunslinger, or deadeye sniper?
You can make a Fusilier quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by an even mix of Constitution and Intelligence. Second, choose the City Watch background. Third, learn the Gunslinger's Tumble skill from the Gunslinger tree.
You start with the following equipment, in addition to the equipment granted by your background:
Or, you could choose to start with 10d4 × 10 gp and purchase your equipment.
You may use Tinker's Tools to craft ammunition, repair damaged firearms, or even craft and create new ones (at the DM's discretion). Once per short rest, when you misfire with a firearm, you can prevent it (The attack still doesn't hit).
At 9th Level, you become able to more deftly solve the problem when your gun malfunctions. The misfire score of the firearms you use is reduced by 1. Whenever you misfire with a firearm, you can choose to expend 1 Grit point to prevent that misfire (The attack still doesn't hit).
At Level 1, you adopt a particular style of fighting as your specialty. You gain the Archery fighting style below:
You gain a +2 bonus to attack rolls made using any type of ranged weapon.
Your training with weapons allows you to use the mastery properties of all Firearms.
At Level 2, you gain a number of Grit points as shown on the Fusilier table. You can spend Grit points to perform various Trick Shots with your firearms. 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.
Killing blow with a firearm. Each time you reduce a dangerous creature (DM's discretion) to 0 HP 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.
At Level 2, you gain the ability to perform Trick Shots. You learn three Trick Shots of your choice, which are detailed below. Many maneuvers enhance an attack in some way. Each use of a Trick Shot must be declared before the attack roll is made. You can only use one Trick Shot per attack. The save DC of these Trick Shots are set as 8 + your proficiency + your DEX modifier.
You learn an additional Trick Shot of your choice at 7th, 10th, 13th, and 17th Level. Each time you learn a new Trick Shot, you can also replace one Trick Shot that you know with a different one.
You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a CHA (Intimidation) check to gain Advantage on the roll and be considered doubly proficient in the skill.
When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature takes an extra 1d8 damage and must make a CON saving throw or suffer Disadvantage on attacks until the end of their next turn.
When you make a firearm attack against a creature, you can expend one grit point to gain Advantage on the attack roll.
When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature takes an extra 1d8 damage and must succeed on a STR saving throw or drop 1 held object of your choice and have that object be pushed 4m away from you.
When you make a firearm attack against a creature, you can expend one grit point to attempt to force them back. On a hit, the creature takes an extra 1d8 damage and must succeed on a STR saving throw or be pushed 4m away from you. A Large or smaller creature automatically fails this save.
When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm's misfire score. On a hit, the creature takes an extra 1d8 damage and you make an attack roll against every creature in a line directly behind the target within your normal range. Only the initial attack can misfire.
When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a target. On a hit, the creature takes an extra 1d8 damage and must make a STR saving throw or be knocked

At Level 3, because of your practised skill as you operate and craft firearms, you have a keen mind that helps you on and off the battlefield.
When you fail an ability check, you can expend 2 Grit points to push yourself toward success. You roll 1d8 and add the number rolled to the ability check. If the check still fails, you regain 1 Grit point.
At Levels 4, 6, 8, 12, 16, and 19, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this skill.
At Level 5, you can attack twice, instead of once, whenever you take the Attack action on your turn. At Level 11, you can attack three times, instead of once. At Level 20, you can attack four times, instead of once.
At Level 7, you can quickly reload your gun. You can reload your gun using a bonus action. You can use this ability once every short or long rest.
At Level 15, you can now use this ability any number of times.
At Level 10, even when you miss your mark, you can now quickly recalibrate to make your aim true. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn. This ability does not trigger if you misfire.
At 14th Level, when you would miss an attack with a firearm or one of your firearms misfire, you can instead choose to make that attack hit. You can use this ability once per short or long rest.
At 17th Level, your critical hit chance increases by 1.
At 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.