Rogue
Base Class: Rogue

A fan of the beauty in blades and the raw power of gunpowder. Those who choose this archetype don't mind getting messy in the fray while being elegant at the same time. Though you primarily rely on speed, stealth and elegance, you cant help yourself but to end things in an explosive way.

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, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.

Firearm Properties

Firearms 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). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.

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. 

Gunblade Expert

When you choose this archetype at 3rd level, you learn to perform powerful stylized attacks to disable or damage your opponents using your gunblade.

Stylized Attacks. You learn two stylized attacks of your choice, which are detailed under “Stylized Attacks” below. Many maneuvers enhance an attack in some way. Each use of a stylized Attack must be declared before the attack roll is made. You can use only one trick shot per attack.

You learn an additional stylized kill of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new stylized kill, you can also replace one stylized kill you know with a different one.

Style Points. You gain a number of style points equal to your Dexterity 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 gunblade, or deal a killing blow with a gunblade to a creature of significant threat (DM’s discretion). You regain all expended style points after a short or long rest.

Saving Throws. Some of your stylized kills require your targets to make a saving throw to resist the stylized kills' effects. The saving throw DC is calculated as follows:

   Stylized Attack save DC = 8 + your proficiency bonus + your Dexterity modifier

Mobile Threat

At 9th level, your speed has become almost unhindered. Your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well. Additionally, you can reload your gunblade as a bonus action.

Critical Nature

At 13th level, your gunblade attacks score a critical hit on a roll of 19-20, and you regain a style point on a roll of 19 or 20 on a d20 attack roll.

Gunblade Savant

Starting at 17th level, you have become the pinnacle of death with your weapon. On your turn, you can take an additional action. During this all critical hits do double damage.

You can use this feature equal to your Dexterity modifier (minimum of 1) per a day, but only once on the same turn. Once you expend all uses of this feature, you must finish a long rest before you can use it again.

Stylized Attack

These stylized attacks are presented in alphabetical order.

Blade & Bullet

You have become so in tune with your gunblade that you rarely miss your mark. If you roll a 1-5 on an attack roll, you can spend one style point to reroll that dice but must take the second roll.

Death By A Thousand Shots

The speed of which you can efficiently wield your weapon is remarkable. You can spend one style point to expend all shots at once that are within your gunblade, additionally you only need to make one single attack roll for this stylized attack.

Disarming Dexterity

When an enemy attempts a melee weapon attack against you, you can spend one style point as a reaction to block that attack with your blade and attempt to disarm them by shooting the weapon out of their hands. The creature must make a Strength saving throw, on a failed save they are disarmed and their weapon lands within 10 feet from you.

Engulfed Blade

The heat from your barrel has warmed your blade. You spend one style point to as a bonus action make one more swing with your blade after pulling the trigger, adding 2d6 fire damage.

Flash Fix

Even though your weapon and you are one, sometimes mistakes happen and you know exactly how to work around them in hurry. You can spend one style point to attempt to repair a misfired (but not broken) gun portion of your weapon as a bonus action.

Ghost of Vengeance

You are a moving wind of death with your weapon. As a reaction you can spend one style point and move up to half your movement and attack a creature at advantage.

Relentless Barrage

You seek out any opportunity to strike down your foe. You can spend one style point to make an additional weapon attack against an enemy with your gunblade as your reaction.

Swift Footwork

You have learned how to get in and get out of danger without being targeted by the enemy. When you make an attack on a creature, you can spend one style point to maneuver around the enemy making it to where they cant use an opportunity attack against you for the rest of your turn.

Terrifying Display

Your pure show of overwhelming dexterity with your weapon strikes fear in the enemies heart. You spend one style point, any creature within 10ft of you must make a Wisdom save or be frightened of your for 1 minute.

Versatile Switch

Your understanding of the flow of battle lets you aid your allies in a hurry. You can spend one style point when within 5 feet of a creature on your turn and switch places with them. Provided the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.

Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to your Dexterity modifier (minimum of 1).

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