Base Class: Rogue
A dusty road, a dark hat, a desperado walks the plains of the world as a nameless shadow, a wanderer and outcast. Whether you walk this path alone or with companions at your side, your path is set before your feet.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with all firearms and Tinker's Tools. Additionally, you may use your Tinker's Tools to craft ammunition at half the cost, repair damaged firearms, or even draft new one's (DM's discretion). Some extremely experimental and intricate firearms are only available through crafting.
Ten Paces
Starting when you choose this archetype at 3rd level, you gain a bonus to your initiative rolls equal to your Charisma modifier (minimum of 1). Additionally, upon rolling initiative you can draw one firearm and move up to half of your walking speed without provoking opportunity attacks.
Raconteur's Reload
Starting at 9th level, as a bonus action, you can spout rapid or forceful words to draw the enemy's attention away from your hands long enough to chamber your bullet(s) and create an opening. Make a Charisma (Deception) or Charisma (Intimidation) check contested by a hostile creature's Wisdom (Insight) check. Upon a success, you reload your firearm, and the first attack roll made against the creature, by a creature other than you, before the start of its next turn has advantage OR the creature has disadvantage against its first attack roll before the end of its next turn, whichever comes first. On a failure, you still reload your firearm.
Munitions Expert
Also when you reach 9th level, you have learned how to quickly fix a jammed gun. As a bonus action, you can attempt to repair a misfired (but not broken) firearm. You can use this ability a number of times equal to your Charisma modifier (minimum of 1) times per short or long rest.
Additionally, when you craft firearm ammo or bombs and dynamite during a short or long rest, you spend a quarter of the necessary gold. You can now throw bombs and sticks of dynamite as a bonus action. Finally, you are proficient with Alchemist's Supplies and can use them to create bombs and sticks of dynamite.
Cowboys Don't Cry
Upon reaching 13th level, you can create a number of bombs per long rest equal to your proficiency bonus, using materials as if you were creating one. Also at 13th level, your bombs now use a DC equal to 8 + your proficiency bonus + your Charisma modifier. Lastly, your bombs and dynamite ignore damage resistances, and your firearms are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
Desperado's Desperation
When you reach 17th level, you've learned how to fire your shots in time with throwing your bombs. When you throw a bomb or dynamite as a bonus action, you can shoot it, increasing the radius of the explosion by 10 feet. Additionally, in place of a regular attack, you can make a number of attacks equal to the total amount of ammo left in your gun. If you do, you can add your sneak attack damage to up to two of these attacks, instead of just one, both targets must still qualify for sneak attack. Once you use this attack, you can't use it again until your next long rest.
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Posted Mar 22, 2022Thumbs up