Fighter(Renegade)

Martial Archetype: Renegade
What defines a Renegade is not simply the weapon they wield, or the ways they fight. A renegade, above all else, is a fighter of sly charm and swagger. With brash cockiness in spades, renegades build their own custom firearms to perfectly suit their own larger-than-life personalities. Particularly well-funded renegades may even have personalized Hextech weapons, but such folk are rare among the scoundrels of Bilgewater.

Don’t mistake their boasting for an empty facade—folk who underestimate a renegade’s flashy gunplay tend to wind up dead.

Scoundrel’s Wit
Starting at 3rd level, you gain proficiency with the two of the following skills: Deception, Persuasion, or Sleight of Hand.

Gunfighter Form
Additionally, when you choose this archetype at 3rd level, you begin constructing a custom firearm that suits your unique brand of renegade style. This process begins by selecting the form upon which to base your weapon. Choose one of the following options; each form grants you a new ability and unlocks certain upgrades you can add to your weapon at higher levels.

Pistoleer
Favoring speed and style over raw power, a renegade who adopts the Pistoleer form wields a small flintlock handgun - choose between pistol or revolver to wield as your weapon.

Sniper
Armed with a large two-handed firearm, a renegade who adopts the Sniper form can inflict massive damage in a single shot - choose between bolt-action rifle or hunting rifle to wield as your weapon.

You deal extra damage while using this form with the bolt-action rifle when you reach higher levels, adding two additional dices when reaching 5th level, another 2 when reaching 11th level and finally another 2 when reaching 20th level.

Close and Personal
Expert of close quarters fighting, a renegade who adopts the Close and Personal form is most effective up close to their enemies - choose between double-barrel shotgun or slug shotgun to wield as your weapon.

Tinkerer

A master of explosives and gadgets exploiting technology to gain advantage on the battlefield. Choose one gunpowder weapon besides the derringer to wield as your weapon.

Weapon of Choice
Through a combination of salvaging stolen pieces of arcane technology and sheer rakish ingenuity, you can customize your firearm with various upgrades. When you choose this archetype at 3rd level, pick one minor upgrade and one major upgrade from the Firearm Upgrades list at the end of this subclass. If an upgrade has a prerequisite, you must meet that prerequisite in order to benefit from the upgrade.

You gain one additional minor upgrade at 5th level, and one additional major upgrade at 10th level.

Cunning Shot
Starting at 7th level, you learn to exploit a foe’s weak spots, even if they appear to have none. The damage dealt by your firearm, including damage dealt via Firearm Upgrades, ignores resistances and immunities.

Grin and Bear It
At 10th level, you can brace yourself in the heat of battle, even when gravely wounded. When you use your Second Wind feature, your AC gains a +1 bonus and your movement speed increases by 10 feet until the start of your next turn, as well as you gain the benefit of disengage when using Second Wind.

Right Gun for the Job
At 15th level, your skill with your firearm can adapt to any  situation. When you finish a long rest, you can replace any of your Firearm Upgrades with a different one, though you cannot have more than two major upgrades equipped at a time. You must still meet the prerequisite of an upgrade in order to benefit from it.

Firearm Master
Your understanding of firearms is unmatched. You gain proficiency with every firearm, therefore getting access to each and every firearm upgrade regardless of the weapon you wield.

Firearm Upgrades
Renegades alter their weapons to suit their personal knavish swagger. The following list provides various options to enhance your firearm’s capabilities. These upgrades may be personal touches you put on your weapon, or scavenged bits of Hextech that you’ve discovered and rigged to work with your weapon.

Saving Throws. Some of these upgrades require your targets to make a saving throw to resist the effect. The saving throw DC is calculated as follows:

Firearm Upgrade save DC  = 8 + your proficiency bonus + your Charisma modifier

Blade and Black Powder
Prerequisite: Pistoleer Form

You create a matching blade to accompany your firearm, rendering you a deadly opponent in both melee and ranged combat. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. Additionally, when you use your action to shoot with a gunpowder weapon that you are proficient with, you can use your bonus action to strike at a creature within melee range with a light melee weapon you are proficient with. If you are using the pistol you add your Dex modifier to the damage roll of the melee attack.

Caliber Net
Prerequisite: Close and Personal Form

You equip your gun with a net meant to trap opponents. As an action, choose a creature within range of your firearm. The creature must succeed on a Strength saving throw or be restrained. At the end of each of its turns, the target can repeat this saving throw, ending the effect on a success. Once you use this feature, you cannot use it again until you finish a short or long rest.

Collateral Damage
Prerequisite: Tinkerer Form

You alter your ammunition to have explosive capabilities. When you hit a target with a successful attack from your firearm, all creatures within 5 feet of the target must succeed on a Dexterity saving throw or take 1d6 piercing damage.

Crosshairs
Prerequisite: Sniper Form or Pistoleer Form, 5th level

You equip your firearm with a targeting mechanism. If you haven't moved this turn, you can aim down your sights as a bonus action, reducing your speed to 0 and granting you advantage on all attacks you make using your Gunfighter's Form feature until the end of your turn.

Smoke Screen
Prerequisite: Close and Personal Form

As an action, you alter the firing mechanism of your gun to release a burst of ash and smoke. This cloud forms a 10-foot cube centered on a point of your choice within the firearm’s range, spreading around corners, and the area covered by this cube is considered heavily obscured. This smoke lasts for 10 minutes and cannot be dispersed. Once you use this feature, you cannot use it again until you finish a short or long rest.

Colourful Casings
prerequisite: Tinkerer Form

Everytime you take an attack action roll a d6 - on a 5 or 6 you will deal an additional die of the weapon damage in a form of either: acid, cold, fire, force or lighting damage(your choice).

Penetrative Round
prerequisite: 5th level

When you shoot at enemies behind cover you ignore the enemies' AC benefit from cover.

Tracking Dart
prerequisite: Tinkerer Form

You can replace one of your bullets with a tracking round, which if pierces the target can reveal its exact location to you for up to 8 hours.

Once you use this feature you need to take a long rest before you are able to create another such trinket.

Spread
As an action, you can fire scraps of metal. Each creature in a 15-foot cone originating from yourself must make a Dexterity saving throw, taking piercing damage equal to 3d10 + your Dexterity modifier on a failure and half as much on a success. Once you use this feature, you cannot use it again until you finish a short or long rest.

Double Up
When you hit a creature with a successful ranged weapon attack with a firearm, you can immediately cause the bullet to hit another creature within 15 feet of the original target. The second target takes piercing damage equal to your Dexterity modifier (minimum of one).

Trial by Fire
As a bonus action, you can charge your weapons with blazing force. Until the start of your next turn, whenever you make a successful attack, you deal extra fire damage equal to your fighter level. You can charge your weapons this way a number of times equal to your Charisma modifier (minimum of once), and regain all uses after a short or long rest.

Tracking Bullet
prerequisite: 10th Level

You add a third range at which your gun is function which is double the initial maximum range (e.g. if the range was 30/60 now its 30/60/120), as well as you have advantage when firing at targets up to first range and you no longer gain disadvantage while firing at targets up to second range.

Delayed Explosion
prerequisite: Tinkerer Form, 10th Level

You can replace one of your bullets with a very powerful explosive rounds which explode after piercing the target. When the bullet is lodged in the body of your enemy roll a d6 to determine which location you hit (otherwise you can choose to take a called shot and not require to roll the d6). 1 - left leg, 2 - right leg, 3 - left arm, 4 - right arm, 5 - chest and 6 - head. Upon the explosion the target takes 5d(dice of the weapon) damage as well as looses the limb in which the bullet is lodged, if the target requires a head to live it instantly kills the target if the bullet is lodged in the head.

After using this feature you require a long rest to recharge it.

Light ‘Em Up
prerequisite: Tinkerer Form, 10th Level

You can make a small explosive device which you can trigger at a distance.. As a bonus action, you can either throw or set down a small explosive. If thrown, the explosive has a range of 30 feet and detonates immediately on impact; if set down, the explosive can be detonated remotely from up to 150 feet away as another bonus action.

When detonated, each creature within a 20-foot radius of the explosive must make a Dexterity saving throw, taking(your level/2 round down) piercing damage on a failure and half as much on a success. The DC for this saving throw is equal to your Firearm Upgrade DC.

Once you use this feature, you cannot use it again until you complete a short or long rest.