Fusilier

Class Stat

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 Points (HP)

Hit Dice 1d8 per level
HP at Level 1 8 + CON modifier
HP at higher levels 1d8 (or 4) + CON modifier per level

Proficiencies

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

Fusilier Table

Level Proficiency Bonus Abilities Skills Known Grit Points Trick Shots
1 +2 Gunsmith, Fighting Style: Archery 1
2 +2 Grit, Trick Shots 2 2 2
3 +2 - 3 2 2
4 +2 Ability Score Improvement 4 3 2
5 +3 Extra Attack 5 3 3
6 +3 - 6 3 3
7 +3 - 7 4 3
8 +3 Ability Score Improvement 8 4 4
9 +4 Gunsmith (Repair) 9 4 4
10 +4 Ability Score Improvement 10 4 4
11 +4 Extra Attack 11 4 4
12 +4 Ability Score Improvement 12 4 5
13 +5 - 13 5 5
14 +5 Masterful Shot 14 5 5
15 +5 - 15 5 6
16 +5 Ability Score Improvement 16 5 6
17 +6 - 17 5 6
18 +6 Improved Critical 18 6 7
19 +6 Ability Score Improvement 19 6 7
20 +6 Fatal Shot 20 6 7

Creating a Fusilier

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?

Quick Build

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.

Equipment

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.

Class Abilities

Gunsmith

You may use Tinker's Tools to craft ammunition, repair damaged firearms, or even craft and create new ones (at the DM's discretion).

At 9th Level, you become able to deftly solve the problem when your gun malfunctions. Whenever you misfire with a firearm, you can choose to expend 1 Grit point to prevent that misfire (The attack still doesn't hit).

Fighting Style

At Level 1, you adopt a particular style of fighting as your specialty. You gain the Archery fighting style below:

Archery

You gain a +2 bonus to attack rolls made using any type of ranged weapon.

Grit

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.

Trick Shots

At Level 2, you gain the ability to perform Trick Shots. You learn two 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 5th, 8th, 12th, 15th, and 18th Level. Each time you learn a new Trick Shot, you can also replace one Trick Shot that you know with a different one.

Bullying Shot

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.

Dazing Shot

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.

Deadeye Shot

When you make a firearm attack against a creature, you can expend one grit point to gain Advantage on the attack roll.

Disarming Shot

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.

Forceful Shot

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.

Piercing Shot

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 with Disadvantage against every creature in a line directly behind the target within your normal range. Only the initial attack can misfire.

Winging Shot

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

Prone
.

Ability Score Improvement

At Levels 4, 8, 10, 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.

Extra Attack

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.

Masterful Shot

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.

Improved Critical

At 18th Level, your critical hit chance increases by 1.

Fatal Shot

At Level 20, you have have become able to instantly eliminate a creature in the heat of battle, targeting their vitals. When you score a critical hit against a creature, the target must make a CON saving throw (DC 8 + your proficiency + your DEX modifier). If it failed the save and is below 100 HP, it becomes subject to the

Instant KO
condition. If the target is immune to Instant KO, it instead takes an extra 30 damage. On a successful save, or if the target is above 100 HP, it instead takes an extra 15 damage.