Base Class: Rogue
Quiet Shooters are rogues that specialize in gun use and improvement of these weapons. They can be lethal and precise killers, and incredible inventors, modifying their weapons to have additional functions to give them an edge on the battlefield.
Silent Firearms
Starting at 3rd level, you gain proficiency with Tinker's tools and with firearms. Also, you have created a suppressor that fits on your current firearm. Fitting a firearm with a suppressor takes an action, but the item is only taken off when you take an action to do so. With a suppressor installed on your weapon, the noise from the gunshots is not heard by creatures that are 10ft away from you when you shoot. You can make another suppressor during your short or long rest if you have Tinker's tools and 15 gold worth of specialized material.
Firearm Attachments
At 3rd level you finish creating two firearm attachments, these attachments are physical items that you install on your weapons. You create 2 (two) attachments from the list below. You can attach and detach these items as a bonus action. If you want to install a firearm attachment to a firearm that was not originally made for it you need to spend an hour retrofitting the modification to the new weapon with Tinker's Tools. One-handed firearms can fit 2 Attachments while two-handed Firearms can fit 5.
Some attachments might ask for a saving throw from the target. Your DC for these saves is 8 + proficiency bonus + dexterity modifier.
You create one new Firearm Attachment of your choice at 5th level, 9th level, and 14th level.
Firearm Attachments:
Focus Lantern
You can light and put out a focus lantern, this lantern sheds bright light to 60ft and dim light to 120ft. It doesn't illuminate all of the areas though, but focuses the light in a line coming from you. Because of it, creatures still have disadvantage on Wisdom(Perception) checks that rely on sight when you are in a dark or dim-lit area even when you have the Focus Lantern lit up.
Grappling Shot
You install a grappling hook. When hitting a target that is 50ft from you you can use your bonus action to pull it towards you 10ft. The grapple remains fixed to the target until it makes an Athletics or Acrobatics check against your DC. While the target is grappled this way it can't willingly move away from you, and you can use your bonus action on each of your turns to pull it again.
Retractable Blade
You can use your Cunning Action to make a melee attack with the blade. It does 1d4 damage. If you hit with it, you can then immediately make a ranged attack with your firearm without it having close quarters disadvantage. You can also use your Sneak Attack damage in both damages if it applies.
Silent Granade Launcher
As an action, you can launch a sound suppressing granade at a point you can see that is no farther than 120ft from you. It detonates at the end of your turn. Once it does, it replicates the effects of the Silence spell. It remains there for the normal duration of the spell but it ends early if you attack using your firearm.
Tazer
You create an electrically charged apparatus. If you hit a creature and deal it Sneak Attack damage, the normal damage for the attack turns to lightning and the creature must make a Constitution save against your DC. On a fail, it is stunned until the end of your next turn. Once you use this attachment you can't do so again until you finish a long rest.
Camuflaged Construction
Requirement: Two-handed firearm only.
You disassemble and reassemble your firearm in a way that enables it to be folded and hidden better. As a bonus action, you can fold your firearm to make its visible size smaller and to appear other, less suspicious, item. It can appear as a shortsword, shovel, crowbar, or umbrella.
Long-range Scope
Your firearm's normal range is now 300ft. If you roll a natural 20 on the attack and the target is surprised and is unaware of your presence the overall damage of the attack is doubled after calculating the critical hit damage. (i.e. you roll a 4 on the d6 for damage, the critical damage is the 10 (4+6), and then doubled to 20)
Spell Storing Bullets
You create two bullets with runic seams on them. A spellcaster can store a spell of 1st level or higher on this bullet and it remains stored in there. As a Cunning Action, you can change the current ammunition on your firearm for one of these bullets to then attack as an action with it. Once you do, beyond the normal damage of the attack the stored spell is cast, if the spell needs a target this target is the same as the target for the ranged attack, if it's an area of effect the point of origin is the attacked creature. Even if you miss the ranged attack the spell is still cast as normal.
Bola Launcher
When you hit a creature with a ranged attack with your firearm it has to make a Dexterity Save against your DC. On a fail, it becomes restrained, if it has moved on its last turn it also falls prone. At the start of the creature's subsequent turns, it can make the Saving throw again. You can't use this attachment again until you finish a short rest.
Steady Stance
At 9th level you realize that being prone immensely augments your accuracy. When you willingly become prone you have advantage on ranged attacks made with a firearm, but attacks made against you while prone are not at disadvantage.
Quick Draw
At Level 13 you are so fast on your fingers that taking out your firearm and then holstering it again becomes second nature. You can equip any firearm that is in your possession as a free action. Additionally, if you do it with a one-handed firearm you can make a ranged attack with a suppressed firearm you can make a stealth check. Creature around only know it was you that shot if they beat your Stealth check with a Perception check.
Unload Ammunition
At 17th level, you get accustomed to the recoil of your firearms. When you take the Attack action you can attack a number of times equal to the number of bullets still on the firearm. Immediately after making the last attack roll a d20, if you roll equal to or less than 1+number of attacks your gun jams. To unjam it you must spend an action to fix it and you must have Tinker's Tools with you.
Previous Versions
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3/24/2022 11:31:16 AM
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Coming Soon
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