The setting: The setting is Brancalonia, an E6-like low magic 5e setting. Gold is low, magic items are low. Long rests take a week. The setting is modeled after Italian spaghetti fantasy. Levels are capped at Level 6, although there is some ability at level 6 to still grow, allowing picking up to a max of 2 feats or 2 ASIs instead of gaining levels once you reach 6. Challenge ratings can go higher than 6. Magic items are EXTREMELY rare.
The character: A level 5 ratfolk fighter (Samurai). Small size, 25ft move, stat distribution:
Stat | Score |
---|---|
Str | 10 |
Dex | 17 |
Con | 16 |
Int | 10 |
Wis | 14 |
Cha | 8 |
Equipment: Rifle, 1d12 Piercing, Range 60/150; Sentinel Shield; Moontouched Rapier (for overcoming damage resist); Cloak of Extravaganza (18-20 crit range for everything, 1-3 failure range for everything, attuned); Broom of Flying; Studded Leather armor. Feats: Gunner.
Strategy: As I'm small, I'm restricted to weapons without Heavy, making firearms in the setting the strongest range attack I can. 1d12 turns into 2d12 when I crit, hence the triple crit range item. My purpose in the party is consistent range damage, and off-tanking as necessary with the rapier and shield. AC is 15 without shield, 17 with. My general combat actions are to hide or use the samurai ability, then unload with attacks from range. As needed, sword and shield to protect the squishier party members, as the fighter HD and +3 con gives a good chunk of HP to soak.
Question: Given I only have one more level of growth, which is either an ASI or a feat, and likely only one ASI or feat for "growth" past level 6, I'm trying to optimize my damage output, while also taking into consideration that I need to avoid rolling a 1 at all costs. Why? Firearms rules in Brancalonia have a special caveat for rolling a 1 on attacks where a misfire happens. Rolling poorly on this misfire table can do anything from the gun backfiring, dealing me fire damage, to the gun flat-out exploding, destroying it. Note that although my failure range is increased 1-3 by my cloak, the misfire still only happens on a 1 - the DM went and got a ruling from the setting creators themselves.
Given this gun cost me 250 gold in a setting that an entire session can give you 20 gold at max, I have invested a large chunk of money into my firearm, and it is my primary damage dealing tool. Its loss would result in my having to go back to a light crossbow, greatly decreasing my damage output. I have to have some way to avoid rolling a 1 on attacks at all costs. My go-to here is the Samurai ability (all attacks this round have advantage), only attacking when I have advantage (from hiding), or using Inspiration to reroll a 1, whenever I have it (Inspiration in the setting works to let you reroll after the fact, rather than before, as is RAW).
What's my best level up with the assumption I only get a combination of two feats or ASIs?
My thought process is that the next feat (Level 6 Fighter) should be Piercer. +1 Dex, another die of crit (Bringing my total crit damage to 3d12), and one/turn damage dice reroll. My gun deals piercing, crossbows deal piercing, rapiers deal piercing. All of my damage is Piercing, although non-magical.
The question of what I do with that second 'level' is much more difficult. I could either ASI Dex 18->20, take Sharpshooter (making my range 150 instead of 60, allowing me the sharpshooter attack to deal 10 more damage for -5 to hit), or take Lucky (allowing me 3 rerolls a long rest to avoid the possibility of the gun exploding on a 1, by avoiding the 1). The ASI and sharpshooter are both damage increases, while Lucky mitigates the disaster scenario, functionally giving me three inspiration for each quest. Sharpshooter means I ignore cover and have longer range, but how often do ranges above 60ft happen? Is 3d12 enough crit damage, or could I increase this more? Should I get something other than Piercer? Are there any feats I've missed? Is the +2 dex from the ASI my best option? Am I missing some magic item that would help my situation greatly?