Base Class: Rogue
Gunslinger Rogues do not tend towards any particular alignment. Good Guns for Hire could be sheriffs, while neutral ones might be vigilantes and evil ones bandits. A Gun for Hire is simply a term which refers to a particular kind of gunslinger. They are the kind of people who tend to wander, either looking for trouble or avoiding it. They can be mysterious as well as they can be open to the people they interact with. What is it that motivates these ruthless cow-boys? Wealth? Fame? Whiskey? No one really knows but them
Firearm Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
Gunsmith
Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost and repair damaged firearms. (Maybe even draft and create new ones?)
Adept Marksman
When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.
Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.
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.
Grit. You gain a number of grit points equal to your Intelligence modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.
Saving Throws. 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 calculated as follows:
Trick Shot save DC = 8 + your proficiency bonus + your Intelligence modifier
Trick Shots
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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 grit point while making a Charisma (Intimidation) check to gain advantage on the roll.
Dazing Shot
When you make a firearm attack against a creature, you can expend one grit point 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.
Deadeyes Shot
When you make a firearm attack against a creature, you can expend grit points to steady your hand and increase your accuracy. Add +3 to the roll per grit point spent.
Disarming Shot
When you make a firearm attack against a creature, you can expend one grit point 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 you.
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 15 feet away from you.
Piercing Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. 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. Only the initial attack can misfire.
Violent Shot
When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.
Winging Shot
When you make a firearm attack against a creature, you can expend one grit point 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.
Notorious
By 9th level, your gunslinging prowesses have not gone unnoticed. You have advantage on initiative rolls. When attacking a creature which has not yet acted in the first turn of a combat, you may apply your sneak attack to your first attack which hits.
Finally, you gain proficiency in Insight and a Charisma skill depending on your choice; Sheriff, Vigilante, and Outlaw.
- Sheriff: You have proficiency in the Persuasion and Insight skills. When talking to someone who respects your authority, be it by reputation or by a symbol like a badge, your proficiency bonus is doubled for these skills if it isn't already.
- Vigilante: You have proficiency in the Deception and Insight skills. When talking to a complete stranger, or someone who doesn't know your real identity, your proficiency bonus is doubled for these skills if it isn't already.
- Outlaw: You have proficiency in Intimidation and Insight skills. When talking to someone you're aiming a firearm or other weapon at, your proficiency bonus is doubled for these skills if it isn't already.
Point Blank
At 13th level, you have experience in taking advantage of opportunities during close-range shootouts and brawls. Roll an additional damage die when rolling damage for a critical hit with a firearm.
You do not suffer penalties for attacking in close quarters with a ranged weapon. Additionally, if you are within 5ft of a creature and do not qualify for a sneak attack against it, you may still add half of your sneak attack damage dice, rounded down. This counts as a sneak attack, and thus cannot be used more than once per turn or in conjunction with a normal sneak attack.
Your Point Blank damage dice is 3d6 at 13th level, 4d6 at 15th level and 5d6 at 19th level.
Showdown
By 17th level, your gunslinging prowesses are legendary. On your turn, you may use your lightning-fast reflexes to move twice as fast. On this turn of combat, you may take a total of 2 actions and 2 bonus actions.
Once you use this feature, you can't use it again until your next long rest.
For all intents and purposes, you may not use Action Surge on the same turn as Showdown.
Previous Versions
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1/13/2022 6:57:19 AM
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Coming Soon
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Posted Sep 27, 2024Can you add a way of tracking your grit points on the character sheet