Rogue
Base Class: Rogue

While Gunfighters and Gunslingers leverage steely eyed control and a superior proficiency with firearms against their foes, Sharpshooters use every bit of their subterfuge, wit, and pure daring to make incredible shots that would leave their more conventional brethren wide eyed...and possibly full of holes.

The Sharpshooter is not here to duel honorably, stepping to ten paces and then turning to fire.  The sharpshooter is here to lie about dueling honorably, stepping to nine paces, and then shooting their enemy in the back.  The Sharpshooter is here to shoot someone from under a table, to dive for cover while firing their gun mid-leap, to make something miraculous happen at the first shot and then drop all their enemies while they gawk.  Be they slick, scrappy, or sinister, they are here to get things done by the pull of a trigger.

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.

Custom Kit

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, repair damaged firearms, and modify existing firearms to some degree. You can even draft and create new firearms (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.  Furthermore you become knowledgeable and proficient in crafting other equipment to facilitate the use of firearms, such as holsters, slings, special sights or stock modifications.  Some crafting checks may require proficiency with other tools such as Leatherworker's Tools or Woodcarver's Tools.

Firearm Properties

Firearms are ranged weapons that are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). For campaigns set in Exandria or similar settings, properties such as reload and misfire may be adopted by the DM to add an extra layer to combat encounters.  Alternately, the DM may choose to ignore such properties and use the optional firearms rules presented in the Dungeon Master’s Guide

Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker's Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

Ammunition

All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker's Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.

Firearms

NAME

COST

AMMO

DAMAGE

WEIGHT

RANGE

PROPERTIES

Palm Pistol

50g

2g (20)

1d8 piercing

1 lb.

(40/160)

Light, reload 1, misfire 1

Pistol

150g

4g (20)

1d10 piercing

3 lb.

(60/240)

Reload 4, misfire 1

Musket

300g

5g (20)

1d12 piercing

10 lb.

(120/480)

Two-handed, reload 1, misfire 1

Pepperbox

250g

4g (20)

1d10 piercing

5 lb.

(80/320)

Reload 6, misfire 2

Blunderbuss

300g

5g (5)

2d8 piercing

10 lb.

(15/60)

Reload 1, misfire 2

Revolver

500g

5g (20)

2d6 piercing

3 lb.

(90/360)

Reload 6, misfire 2

Carbine

400g

5g (20)

2d6 piercing

7 lb.

(100/400)

Two-handed, reload 6, misfire 2

Bad News

Crafted

10g (5)

2d12 piercing

25 lb.

(200/800)

Two-handed, reload 1, misfire 3

Hand Mortar

Crafted

10g (1)

2d8 fire

10 lb.

(30/60)

Reload 1, misfire 3, explosive

Shooting Styles

Upon choosing this archetype at 3rd level, you learn a special method of using your firearms from the choices below.  This shooting style applies whenever its requirements are met, just like a fighting style granted to any class that gains one.  Once you reach 9th level you gain an additional shooting style.  You may exchange one shooting style for another at any level where you would gain an ability score increase.

Both Barrels

When wielding a firearm in each hand and you take the attack action on your turn, you may make an attack with your off-hand firearm before you use your bonus action to Dash, Disengage, or Hide.

Bullet & Blade

When wielding a firearm in one hand and a melee weapon in the other, you may use either weapon when you take the attack action and may make an off-hand attack with the other weapon when you use your bonus action action to Dash, Disengage, or Hide.

Close Quarters

When using a firearm with the two-handed property, you can use an action or a bonus action to make a melee attack with the weapon. This attack uses the same ability modifier as the primary attack, and a target struck by this attack is disoriented, unable to take opportunity attacks against you until the end of your next turn. The weapon’s damage dice for this attack is a d4, and it is considered a finesse weapon with which you are proficient that deals bludgeoning damage.  Alternatively you can equip the firearm with a bayonet, changing the damage to slashing damage or piercing damage, and if you use your bonus action to dash you may still make this attack as part of that bonus action, doing an additional d4 damage.

Hidden Sniper

When you are hidden from a creature and make an attack with a firearm at its extended range, the attack doesn't reveal your position and you remain hidden.

Point Blank

Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls, and you may use firearms to make opportunity attacks at creatures that enter or exit a range of 10 feet of you without taking the disengage action.

Reflex Shooter

Once each round, you can make a single attack using a firearm against an enemy that triggers an attack of opportunity without consuming your reaction.

Slippery Duelist

When you are wielding only a firearm as your weapon, and another creature hits you with an attack, you can use your reaction to twist out of the way and add your proficiency bonus to your Armor Class, potentially causing the attack to miss you.

Gun Tricks

When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.

Gun Tricks. You learn three gun tricks of your choice, which are detailed under “Gun Tricks” below. Many maneuvers enhance an attack in some way. Each use of a trick and any of its modifiers must be declared before the attack roll is made. Unless stated otherwise in the gun trick's description, you can use only one trick per attack.

You learn an additional gun trick of your choice at 9th level, another at 13th and 2 more at 17th level. Each time you learn a new gun trick, you can also replace one trick you know with a different one.

Style Points. You gain a number of Style points equal to your Proficiency Bonus added to your Charisma Modifier. You regain 1 expended style point each time you roll a 20 on the d20 roll for an attack with a firearm, or reduce a target to 0 hit points with a firearm attack that applies your sneak attack damage. You regain all expended style points after a short or long rest.

Saving Throws. Some of your gun tricks require your targets to make a saving throw to resist the trick’s effects. Some gun tricks allow you to expend additional style points to raise the saving throw DC. The saving throw DC is calculated as follows:

   Gun Trick save DC = 8 + your proficiency bonus + your Dexterity Modifier + additional style points

Fan the Hammer

By spending some style points you are able to take quick, but less accurate, follow up shots to your initial attack.

Spend two style points to take another shot during your attack at a -2 penalty to your attack roll.  You can expend as many style points as you wish for extra attacks, at the increasing penalty of an additional -2 per shot, without exceeding the number of bullets remaining in the firearms in hand or your proficiency bonus.

Acrobatic Dive

By spending some style points you are able to find the perfect moment during acrobatic movement to make a shot, even when moving through space that would normally be denied to you.

Spend one style point to make a daring leap or slide while taking the attack action, moving through any space without triggering attacks of opportunity, including spaces occupied by other creatures.  Make a Dexterity (Acrobatics) check before making your attack rolls, the total equaling the number of feet you can leap or slide. At the end of your leap or slide you are considered prone, but may expend the normal amount of movement needed to rise from prone before your turn ends, if you have enough movement left to do so.

Note that each foot of leaping or sliding consumes a foot of your total movement for that turn.

Bounce the Bullet

By spending some style points you can bounce a bullet off objects and around obstacles to get it just where you need it be.

Spend one style point to ricochet a shot such that the attack ignores cover.  You may ricochet the shot as many times as needed, but each reflection reduces the damage dice size of the weapon damage (to a minimum of 1D1).  Using this gun trick does not deny the use of sneak attack, provided the other conditions necessary for sneak attack are met.

Clean Cutter

By spending some style points you can shear an object you can see off the body or out of the hand of a creature with a well placed bullet.

Spend two style points to make a shot that severs a creature's connection to an object, such as shooting it out of their hand or off the creature's body.  The creature must make a dexterity saving throw or drop an object of your choice that you can see on their person.  The creature may make a strength saving throw instead if the object is being held in hand.  A creature unaware of you has disadvantage on the save, and you may spend additional style points to increase the DC of the saving throw by 1 per style point.

Dance for Me

By spending some style points you can forego damage in order to hinder anything and everything your opponents could be doing.

Spend one style point to make a special action that expends all the remaining ammunition in all firearms in hand to force one creature to make a dexterity saving throw or suffer disadvantage on attack rolls, saving throws, and ability checks until the end of your next turn.  You may impose this penalty on any creature within 5 feet of the initial target by expending one additional style point per creature.

Dancing Reload

By spending some style points you are able to split your focus and dance out the way of your opponent's attacks while getting ready to unleash your own.

Spend one style point to reload a firearm while taking the dodge action, or spend two style points to repair a misfired (but not broken) firearm and then reload it while taking the dodge action.  If you spend three style points you can reload or repair as a bonus action.

Make 'em Bleed

By spending some style points you can make your opponents bleed, sapping them of health until they can find healing.

Spend one style point to make a shot bleed heavily, forcing the target creature damaged by your attack to roll a constitution saving throw or take 1D4 damage at the beginning of each of its turns.  This value increases by 1D4 if the shot invoked sneak attack damage, and an additional 1D4 if the shot was a critical.  You can only create one bleed effect at a time on a target and only magical healing or a relevant medicine check will end the effect.  You may spend additional style points to increase the DC of the saving throw by 1 per style point.

Mesmerizing Twirl

By spending some style points you can put on a fancy show that leaves everyone around you in awe of your slick gun handling skills.

Spend one style point to make all creatures of your choice that can see you need to make a wisdom saving throw or be distracted by your gun handling skills for a number of rounds equaling your charisma modifier (minimum 1).  Distracted creatures suffer disadvantage on Wisdom (Perception) checks to notice anything but you, and other creatures have advantage on attack rolls, ability checks, and saving throws against distracted creatures.  You may spend additional style points to increase the DC of the saving throw by 1 per style point.

Miraculous Shot

By spending some style points you can make a bullet affect an object in some way that is beneficial beyond simply damaging it.

Spend two style points to manipulate an object with the force of a shot from a firearm, such as knocking over a bucket, cutting a rope, breaking a lock, activating a simple lever, or even igniting a flammable object.  Make a Dexterity (Sleight of Hand) check against a DC set by the DM for the intended outcome.  You may spend additional style points for a bonus to your total of 1 per style point.

Nail the Coffin

By spending some style points you can increase the chance that you hurt someone or something critically bad.

Spend one style point to increase your critical chance by 1, making it such that your firearm attacks score critical hits on a roll of 19-20.  You may use this gun trick on the same attack that you use another gun trick, and you may spend additional style points, up to your proficiency bonus, to further extend your critical range.

Quickdraw

At level 9, whenever you roll initiative you may immediately draw a firearm and take a single shot before anyone else acts in the initiative order. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.

Hidden Draw

At level 13, you can conceal drawing your firearm with a Dexterity (Sleight of Hand) check, and use that firearm to attack or make an Charisma (Intimidation) check as a reaction.  All creatures that fail to beat your total with an opposed Wisdom (Perception) check fail to notice that you have drawn your weapon, granting you advantage on your next attack or Charisma (Intimidation) check against any of those creatures.

Lightning Round

At level 13, an attack with a firearm that applies your sneak attack damage is considered magical for the purpose of overcoming resistances, and, when taking the attack action with a firearm, you may take a second shot if you have not applied your sneak attack damage on this turn.

Thrill Shooter

At level 17, you now regain a style point whenever you you do sneak attack damage.  This is in addition to any you would gain for when you roll 20 on the dice for an attack roll, or reduce a target to 0 hit points on an attack that applies your sneak attack damage.

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