Base Class: Rogue
A Masked Summoner Rogue are those who find a mysterious firearm and later find out of it's unique and powerful properties, those of righteous heart use it to help others in need, others controlled by their greed use it to help themselves to the treasures of the worlds, either way, with the power to summon heroes, and villains, of past, present, and maybe future, one thing is for sure, these warriors can be the linchpin between peace and prosperity, or death and damnation, all controlled by their actions.
Bonus Proficiencies and starting equipment
When you choose this archetype at 3rd level, you gain proficiency with Firearms, Tinker's Tools, medium armor, and History (Int) checks.
In addition, if the dm allows it, you can replace your short bow and 20 arrows with a pistol and 20 pistol bullets, if you have less then or more then 20 arrows, then you gain as many pistol bullets as equal to how many arrows you have.
Treasure Sniper Unmatched
Starting at 3rd level, using the unique Firearm that gave you your namesake, you gain the ability to summon heroes and villains to fight your enemies for you.
You can use a action once per turn to summon up to two humanoid creatures with a stat block in the Monster Manual or any other D&D source book with a total combined CR equal to your Rogue level within 30ft of you for one minute, your character must have seen or heard of the humanoid creatures in order to summon them, and the creatures you want to summon cannot have any legendary or mythic actions and/or resistances, feel free to talk to your DM in order to figure out what your character can and can't summon using this feature.
The humanoid creatures summoned with this feature are friendly towards you and your companions, but are controlled by the DM and do nothing unless you use a bonus action to give them a command.
The humanoid creatures summoned with this feature share your initiative, and go right after you do.
The humanoid creatures summoned with this feature disappear if one minute passes, their hit points drop to zero, you go unconscious, they enter a anti-magic or dead-magic zone, you take a short or long rest, or you use this feature again, you can use this feature as many times per day equal to your proficiency bonus.
The humanoid creatures summoned by this feature are just copies and the originals are not affected in any way regardless of what happens to the copies.
When you reach level 9, you can summon up to three humanoid creatures.
When you reach level 13, you can summon up to four humanoid creatures.
When you reach level 17, you can summon up to five humanoid creatures.
The Cyan Sniper
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to reload your pistol, repair your firearm with your tinker's tools if it misfires with a successful Tinker’s Tools check (DC equal to 8 + misfire score), or use your Treasure Sniper Unmatched feature.
Ride the Wind
Starting at 9th level, you've gained the ability to use your unique Firearm to summon heroes and villains of different size, shape, and even density.
You can now summon Giants, Elementals, Ooze, and Monstrosities as well as humanoids when you use your Treasure Sniper Unmatched feature.
In addition, the creatures you summon with your Treasure Sniper Unmatched feature gain 3d6 temporary hit points until they disappear.
When you reach level 12, the temporary hit points become 3d8.
When you reach level 15, the temporary hit points become 3d10.
When you reach level 19, the temporary hit points become 3d12.
Final Attack Ride
Starting at 13th level, you've gained the ability to use your unique Firearm to summon even more unique and terrifying heroes and villains.
You can now summon Fey, Constructs, Dragons, and Aberrations when you use your Treasure Sniper Unmatched feature.
In addition, when you or your companions attack a hostile creature that is within 5ft of any creature summoned by your Treasure Sniper Unmatched feature, do so with advantage and when you or your companions score a critical hit within 15ft of any of your summoned creatures, you can sacrifice one of your summoned creatures within range of the friendly creature that scored the critical hit and add a number of d4s equal to the sacrificed creature's CR to the damage roll.
Journey through the Dacade
At 17th level, now at the apex of your power, you can now summon heroes and villains of legendary renown.
When you use your Treasure Sniper Unmatched feature, you can summon only one creature that has legendary actions and/or resistances but no mythic actions in addition to any other creatures you choose to summon with this feature.
In addition when you sacrifice a creature using your Final Attack Ride feature, if the sacrificed creature had any legendary action and/or resistances then add a number of d6s equal to the sacrificed creature's CR to the damage roll instead of d4s.
Previous Versions
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