Musketeer (Fighter Subclass)

A Musketeer takes advantage of the finely-crafted weapon to deliver swift, long-ranged death to their foes with muskets and pistols. Capable of incredible feats with these weapons, Musketeers can load their weapons effortlessly, strike targets at absurd ranges, and even deliver devastating shots to vital areas of the body with ease. Those who tread the path of the Musketeer are the masters of long-range combat and of the powerful technology that is the black-powder firearm.

Quickdraw

Starting at 3rd level, you have increased your reflexes to the point that you can effortlessly draw and reload your Muskets and Pistols and you gain the following features:

  • You ignore the Loading feature of any Muskets or Pistols you wield.

  • When you stow another weapon, you may draw a Musket or Pistol as part of that item interaction instead of using a full action to draw that Musket or Pistol

  • You no longer have disadvantage if you make a Ranged Attack Roll within 5 feet of an enemy while using a Musket or Pistol.

Additionally, you gain proficiency in the Sleight of Hand skill.

Extra Powder

At 7th level, you discover a technique to add more punch to your shots with your Muskets and Pistols.

  • You ignore half and three-quarters cover with Muskets and Pistols.

  • You ignore Resistance to Non-magical Piercing damage with your Muskets and Pistols (unless the Musket or Pistol is Magical, in which case you ignore Resistance to both Magical and Non-Magical Piercing damage with that weapon).

  • You no longer have disadvantage after your initial range number with Muskets and Pistols (though you still miss if you reach your secondary range number).

Muskets Not Included

This subclass is designed for use in settings that make use of black powder firearms, whether reskins of Crossbows or using the statblocks in the Dungeon Master's Guide. It is not intended for settings that do not have such weapons, so talk to your DM before you select this Subclass, as firearms might not fit into your DM's setting.


High Noon

At 10th level, you gain the ability to react with incredible speed.

  • You may add your Constitution modifier to your Initiative rolls.

  • If you are using a Musket or Pistol and a hostile creature moves within 5 feet of an allied creature, you may use your reaction to make a weapon attack against that creature. If the attack hits, that hostile creature cannot make an attack against the allied creature this turn.

  • You may use a Bonus Action to force up to your Constitution modifier in creatures within 60 feet of you to make a Dexterity saving throw with a DC of 10 + Your Dexterity Modifier + Your Proficiency Bonus. You have advantage on your next attack roll with a Musket or Pistol against every creature that fails this saving throw. You must finish a Long Rest to use this feature again.

Uncanny Aim

At 15th level, your skill with Muskets and Pistols becomes so great that you can hit a pebble from incredible distances.

  • Both ranges of all your Muskets and Pistols are doubled.

  • You may add your Wisdom Modifier to all attack rolls with your Muskets or Pistols (this stacks with the Archery Fighting Style if you have it).

Killshot

At 18th level, your aim is so precise that you can land a perfect shot that will instantly kill any foe that isn't prepared.

You may forgo your Extra Attack feature to instead make a special attack called a Killshot. Make a weapon attack against a creature; if the attack lands, that creature must make a Constitution saving throw with a DC of 10 + Your Dexterity Modifier + Your Proficiency Bonus. If the creature fails, its hit points are reduced to 0. If it succeeds, it instead takes 10d10 Piercing damage.

Credits
  • Myself, for the brew..

  • Wizards of the Coast, for the 5e DND system, Fighter Class, and any other related trademarks.

  • TheHomebrewery and Natural Crit for the tools used to make this homebrew.