Homebrew Subclass: Cinderer Martial Archetype
AND the Fighter one. This might be the last one of my Firearm using Subclasses. I dunno. I had idea for a Bard, but can’t put it toghether. I’ve restarted writing this one few times to make it less and less battle-mastery, almost making non-magical Arcane Archer by accident. What will I do next? Maybe revise my old homebrew races...
Check out my Firearms for d&d 5e and their New Addition, as well as my previous subclasses: Ranger Corsair, Paladin of Progress and Rogue Sniper!
Fighter Cinderer Archetype
Cinderers are deadly fighters that master use of firearms and black powder, but are as dangerous in close combat. They often use rifles and pistols with bayonets, or rapiers with attached firing mechanisms, to quickly go between distant and direct fighting.
Fire Crafts
When You choose this archetype You gain proficiency with Firearms and set of Smith’s tools or Tinker’s tools.
Flames Fortuna
Starting at 3rd level, You can get Yourself an advantage on a attack roll made with firearm, but if that attack misses, You take 1d6 fire damage. You can use this feature a number of times equal to Your Wisdom modifier (minimum 1). You regain all uses of Flames Fortuna when You finish short or long rest.
Blinding Smoke
Starting at 7th level whenever You score a critical hit against a creature with attack using Firearm, You can cause black smoke that restricts the target’s vision to emanate from the wound. For a round the target’s vision is reduced to 5 feet, beyond which it is blind.
Banshee's Grasp
You learn a terrible method of causing ongoing damage. At 10th level, when You have advantage on a attack roll and the lower of the dice rolls would hit, You deal to target a number of Bleeding Points (see below) equal to Your Wisdom modifier (minimum 1).
Killing Spree
After You reduce a creature to 0 hit points, Your weapon attacks score a critical hits when You roll 19 on attack roll. This benefit lasts for a minute and ends early, if You don’t make attack on Your turn.
Dragon Roar
Starting at level 15 You can increase effectiveness of Your firearm shots. Once per turn You can increase damage of ranged weapon attacks with firearms by Your Wisdom modifier (minimum 1). That damage is fire or thunder type.
Unending Destruction
At 18 level Your strikes become more powerful when You defeat an enemy. After You reduce a creature to 0 hit points, You can increase damage roll of a weapon attack You make until end of Your next turn by one of that weapon’s damage dice.
Bleeding Condition
Special attacks and certain abilities can cause a creature to receive points of bleeding. A creature that has any points of bleeding at the end of its turn receives necrotic damage equal to number of bleeding points. Any creature able to make medicine checks can try to stop the bleeding. Doing so the bleeding points are reduced by number rolled - 10 (rolling medicine check 15 reduces 5 points of bleeding). When bleeding creature receives healing, the healer might choose to remove bleeding points instead of restoring hit points, at cost of one hit point for one bleeding point removed. When creature drops to 0 hit points the bleeding also stops. Undead and Constructs are immune to Bleeding.









