Base Class: Fighter
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 firearms (if you arent already) and the following skills: Deception and Sleight of Hand.
Gunfighter Form
You've hones your skill with a single type of firearm, either big or small. Beggining at 3rd level, you gain proficiency in tinkers tools and may choose one of the 2 gunfighting forms based on the type of firearm you have mastered:
Pistoleer (1-handed Firearms)
Favoring speed and style over raw power, a renegade who adopts the Pistoleer form has mastered small firearms. when you choose this form, When you are wielding a firearm in one hand and no other weapons you gain a +2 to damage rolls.
Sniper (2-handed Firearms)
Armed with a large two-handed firearm, a renegade who adopts the Sniper form can inflict massive damage in a single shot. When you choose this Form, When you roll a 1 or 2 on a damage die for an attack you make with a firearm that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The firearm must have the two-handed or versatile property for you to gain this benefit.
Pistoleer
Favoring speed and style over raw power, a renegade who adopts the Pistoleer form has mastered small firearms. when you choose this form, When you are wielding a firearm in one hand and no other weapons you gain a +2 to damage rolls.
Sniper
Armed with a large two-handed firearm, a renegade who adopts the Sniper form can inflict massive damage in a single shot. When you choose this Form, When you roll a 1 or 2 on a damage die for an attack you make with a firearm that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The firearm must have the two-handed or versatile property for you to gain this benefit.
Minor Weapon Upgrages
Through a combination of salvaging stolen pieces of arcane technology and sheer rakish ingenuity, you can customize your firearms 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 bottom of the page. If an upgrade has a prerequisite, you must meet that prerequisite in order to benefit from the upgrade.
DC = 8 + your proficiency bonus + your Charisma modifier
You gain one additional minor upgrade at 7th and 15th level, and one additional major upgrade at 10th and 18th level.
Blade and Black Powder
You may wield a blade along side your firearm, ture swashbuckler style. While wielding any one handed melee weapon along side your firearm your AC increases by 1. In a addition to this when you use your action to shoot using your Firearm, you can use your bonus action to strike at a creature within melee range.
Caliber Net
By repurposing some salvaged tech parts, you equip your gun with an arcane 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
You alter your ammunition to have explosive capabilities. As a Bonus Action, until the end of your turn, 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 PBd4 piercing damage. You can use this feature a number of times equal to your Charisma Modifier, and regain all uses on a short or long rest.
Crosshairs
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 Firearm until the end of your turn.
Double Barrelled
You add a second barrel to your firearm. When you use your Firearm to fire, you can use your bonus action to fire again. You have disadvantage on this second attack roll.
Quickdraw
You're slick and fast with your Firearm. You may add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
Smoke and Dagger
As an action, you alter the firing mechanism of your gun to release a burst of ash and smoke. This cloud forms a 15-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. In addition to this you fashion a form of protective wear that allows you to see through the smoke effortlessly. Once you use this feature, you cannot use it again until you finish a short or long rest.
Major Weapon Upgrades
Through a combination of salvaging stolen pieces of arcane technology and sheer rakish ingenuity, you can customize your firearms 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 bottom of the page. If an upgrade has a prerequisite, you must meet that prerequisite in order to benefit from the upgrade.
DC = 8 + your proficiency bonus + your Charisma modifier
You gain one additional minor upgrade at 7th and 15th level, and one additional major upgrade at 10th and 18th level.
Barrage
As an action, you can fire a barrage of bullets. Each creature in a 15-foot cone originating from yourself must make a Dexterity saving throw, taking piercing damage equal to PBd10 + 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 twice your Charisma modifier (minimum of two). You can redirect a bullet in this way a number of times equal to your Dexterity modifier, and regain all expended uses after a short or long rest.
Lightning Round
You equip your firearm with a volatile piece of stolen tech, allowing you to release a piercing bolt of electricity as an action on your turn. The lightning fires from you in a straight line that is 1 foot wide and 30 feet long. Each creature in the line must make a Dexterity saving throw, taking PBd12 lightning damage 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.
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 half your fighter level, rounded up. 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.
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, is considered magical for the purposes of resistances and immunities and ignores resistances. In addition to this you have a number of Target points equal to your Charisma modifier that you can use to target different body parts to cause different effects when you hit an opponent. The different parts you can target are listed below. you regain all Target points on a short, long rest, when you deal the killing blow to an enemy or roll a nat 20 on an attack roll with a firearm.
Target Shots
Saving Throws: Some of these Target shots require your targets to make a saving throw to resist the effect. The saving throw DC is calculated as follows:
Target Shot save DC = 8 + your proficiency bonus + your Charisma modifier
Target - Hands (1 Target Point): You aim for an enemies hands or appendage that is holding something. The enemy takes normal damage from the attack, and must make a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from them.
Target - Liver (1 Target Points): You aim for an enemies internal organs. The enemy takes normal damage from the attack, and must make a Constitution saving throw or suffer disadvantage on its next attack roll
Target - Knees (2 Target Point): You aim for an enemies knees or feet. The enemy takes normal damage from the attack, and must make a Dexterity saving throw or be knocked prone and its speed reduced to half. At the start of each of its turns it may make a Constitution saving throw or its speed remains halved.
Target - Eyes (2 Target Points): You aim for the enemies Eyes. The enemy takes normal damage from the attack, and must make a Constitution saving throw or become blinded. At the start of each of its turns it may make a Constitution saving throw or remain blinded.
Target - Forehead (3 Target Points): You aim for the enemies head. The enemy takes normal damage from the attack, and must make a Constitution saving throw or become stunned. At the start of each of its turns it may make a Constitution saving throw or remain stunned.
Target - Genitals (4 Target Points): Though a very difficult task, you aim for an enemies most vital body part, their balls. The enemy takes normal damage from the attack, and must make a Constitution saving throw or become incapacitated and prone. At the start of each of its turns it may make a Constitution saving throw or remain incapacitated and prone.
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 bonus equal to your Charisma modifier, your movement speed increases by 20 feet, and you don't trigger attacks of opportunity until the start of your next turn.
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. You must still meet the prerequisite of an upgrade in order to benefit from it. In addition your handling of firearms is disturbing to the common folk, you gain a bonus to Intimidation equal to the number of Firearms in your possesion.
Light 'Em Up
At 18th level, you learn to channel the volatile force of your firearm’s black powder into a single concussive blast. 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 60 feet away as another bonus action.
When detonated, each creature within a 15-foot radius of the explosive must make a Dexterity saving throw, taking 12d6 force 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.
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