## Martial Archetype
At 3rd level, a fighter gains the Martial Archetype feature.
The following option is available to a fighter, in addition to those offered in the Player’s Handbook.
### Sheriff
##### Sheriff Features
| Fighter Level | Features |
|:----:|:-------------|
| 3rd | Keen Eye, Trick Shot (2 options)|
| 7th | Trigger Finger, He Don't Miss, Trick Shot (3 options) |
| 10th | Bite the Bullet, Trick Shot (4 options) |
| 15th | I'm Your Huckleberry, Trick Shot (5 options) |
| 18th | Rootin' Tootin' Shootin' Machine, Trick Shot (6 options) |
#### Keen Eye
When you choose this archetype at 3rd level, your sharpshooting experience enhances vital skills both on the battlefield and off. You gain proficiency with tinkerer's tools and either the Perception, Investigation, or Insight skill.
#### Trick Shot
At 3rd level, you can perform skillful maneuvers with your firearm to disable or damage opponents. When you gain this feature, you learn two Trick Shot options of your choice (see “Trick Shot Options” below). Each use of a Trick Shot must be declared before the attack roll is made. You can only use one Trick Shot per attack. Some of your Trick Shots require your targets to make a saving throw to resist the Trick Shot’s effects. The saving throw DC is 8 plus your proficiency bonus plus your Dexterity modifier. You have a number of Trick Shot uses equal to your Dexterity modifier and regain all uses after a long rest.
You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
#### Trigger Finger
When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
#### He Don't Miss
At 7th level, you have an uncanny ability to land your shots when they matter most, your bullets even ricocheting toward their mark. When you make an attack roll with a firearm and miss, you can use a bonus action to reroll the attack roll against the same target or a different target within 30 feet of the original target.
#### Bite the Bullet
At 10th level, your rugged resilience empowers you to withstand pain and other adverse effects that others cannot. You can use a bonus action, or a reaction before taking damage, to expend one use of Trick Shot to instead grant you 10 temporary hit points. Alternatively, you can use this feature to end one of the following conditions on yourself: *blinded*, *deafened*, *frightened* or *stunned*.
#### I'm Your Huckleberry
At 15th level, your eagerness in combat has translated into greater speed and mastery over firearms. You can expend one use of Trick Shot to instead give yourself advantage on a roll for initiative. You gain advantage against any creatures that have not made a turn in the combat yet.
Additionally, you regain one use of Trick Shot on a critical hit.
#### Rootin' Tootin' Shootin' Machine
At 18th level, you strike with even greater precision and efficiency. Your attacks with firearms score a critical hit on a roll of 19-20. Additionally, critical hits cause targets to additionally suffer half the damage of the attack on their next turn.
#### Trick Shot Options
***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 use while making a Charisma (Intimidation) check to gain advantage on the roll.
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***Cauterizing Shot.*** You can use the hot barrel of our firearm to cauterize a wound. As a bonus action after making a firearm attack, you can expend one use to regain hit points equal to 1d8 plus half your Fighter level.
***Dazing Shot.*** When you make a firearm attack against a creature, you can expend one use to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution 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 use to gain advantage on the attack roll.
***Disarming Shot.*** When you make a firearm attack against a creature, you can expend one use to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from them.
***Forceful Shot.*** When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 10 feet away from you.
***Piercing Shot.*** When you make a firearm attack against a creature, you can expend one use to attempt to fire through multiple opponents. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment.
***Pistol Whip.*** As an action or reaction, you can expend one use to make an impromptu melee attack with the grip of your firearm. You treat your firearm as if it has the finesse property and make this attack with proficiency, dealing 1d8 plus your Dexterity modifier, bludgeoning damage, on a hit.
***Violent Shot.*** When you make a firearm attack against a creature, you can expend one use to ensure your strike is even more deadly. On a hit, roll one additional damage die.
***Winging Shot.*** When you make a firearm attack against a creature, you can expend one use to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.