Rogue
Base Class: Rogue

Your training under inventive aristocrats has given you a new specialty in a certain new type of weapons: firearms. Having spent years of your life to become proficient in this new technology, you have become an expert hitman and assassian. You know how to craft new weapons and ammunition, can craft new types of ammunition to add damage types, and can use your powerful new weapons to take out targets from afar. You can also add blades to the barrels of your firearms to become far more deadly.

 

Crafty Gunman

You are proficient in firearms and tinker's tools, can dual-weild sidearms (pistols, revolvers, pepperboxes, homebrew sidearms), can add poison or alchemist's fire to bullets to add 1d8 damage (poison damage for poison, fire damage for alchemist's fire), can add blades onto your guns (daggers on your sidearms, shortswords on other firearms), and ignore disadvantage from using your weapon's long or short ranges.

Elusive Sniper

Lying prone doesn't impose advantage on attacks against you, and can't be grappled or restrained by another creature through non-magical means (you can be restrained with items, like manacles or rope, but you can escape these with a DC 15 Dexterity saving throw, instead of using strength).

Stable Shot

Starting at 9th level, you have advantage on a Dexterity attack rolls if you don't move on the same turn. You also gain proficiency with Constitution saving throws.

Nimble Rifleman

You have mastered the workings of firearms to be able to ignore both the reloading and two-handed features of firearms. You still cannot wield 2 two-handed firearms at once, but you may wield a shield if proficient or hold another item that is not a weapon.

Hitman’s Pounce

You can take two bonus actions during the first round of any combat.

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