Rogue
Base Class: Rogue

You've honed your skills with firearms and learned the most effective ways of using them to your advantage. Your cunning mindset aids you in finding the perfect setting to get the jump on your enemies. These skills are highly sought out when looking for operatives or agents to use in missions where discretion is absolutely necessary. A marksman must be discreet, knowledgable and agile enough to escape any situation without detection.  

Trigger Discipline

Starting at level 3, your understanding of firearms and stealth merge into a deadly combination infiltration tactics. Increase your Dexterity score by 1, to a maximum of 20 and you gain proficiency with firearms and tinker's tools. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls and any attack with a firearm doesn't reveal your location. When you use the Attack action and attack with a ranged weapon, you can use a bonus action to attack with another ranged weapon you are holding. 

Trap Master

Starting at level 3, you learn to make explosives to distract your enemies for an evasive escape. Use the Improvise action to make a Tinker tools check DC 12 and the necessary amount of ammunition to complete a bomb this round, if your check fails, the bomb is considered a failure. As an action, a character can light the bomb and throw it at a point up to 60 feet away. 

Smoke Bomb - (2) Ammunition - Creates a cloud of smoke in a 20 foot sphere. It lasts for one minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Flash Bomb - (4) Ammunition - Creates a bright light that blinds your enemies. Any creature that fails a Dexterity saving throw within a 20 foot radius is blinded for 1 minute. A creature blinded by this weapon can make a Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

Sound Bomb - (4) Ammunition - Creates a loud disarming sound that deafens your enemies. Any creature that fails a Dexterity saving throw within a 10 foot radius is deafened for 1 minute. A creature deafened by this weapon can make a Constitution saving throw at the end of each of its turns. On a successful save, it is no longer deafened.

Explosive Bomb - (6) Ammunition - Creates an explosion that deals damage to the surrounding area. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage.

Quick Trigger

At level 9, your firearm reflexes have increased to dangerous speeds. Anytime you use the Dodge, Disengage, or Hide action, you can use a reaction to make an attack roll with a firearm you are holding.

Firing Circle

At level 13, your senses have increased to recognized any target in your surrounding. As an action, you can chose a number of creatures equal to the amount of rounds loaded in your firearm(s) and each one must succeed on a (DC 8 + your Dexterity modifier + your proficiency bonus) Dexterity saving throw or take 4d8 piercing damage.

Elite Gunsmith

At level 17, you've become an expert in modifying your arsenal and quickening the creation process. It now takes half the ammunition needed to make a bomb and you automatically succeed any Tinker Tools skill check needed for bomb creation. A character can now light and throw a bomb as a bonus action instead of an action.

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