Base Class: Rogue
Your quick hands and sharp wits have kept you alive for long enough while using black powder that you've begun to master the creation and use of explosives, bombs, guns, and powder kegs.
Grenadier
Starting at 3rd level, if you take the attack action, you may use your bonus action to throw an object. This object must be smaller than you and be able to be thrown with one hand. You may choose to throw the object before taking your action, but if you do so, may take no other action but the attack action.
The Art of Distraction
You have developed the ability to use bright lights and loud noises as cover. Whenever an explosion, bright light, or loud noise occurs within 120 feet of you, you may use your reaction to exploit the distracted state of your enemies, and gain the following benefits:
- You are unaffected by bright lights and loud noises, or any ability that relies on bright lights or loud noises to impose blindness, paralysis, or fear.
- While in bright light, you may hide as if in shadows, and have advantage on Stealth checks until the end of your turn. Enemies that cannot be surprised cannot be hidden from using this ability alone.
- You have advantage on DEX saves to avoid explosions of any type.
Thing go BOOM!
You've spent significant time studying and using firearms and black powder. You gain proficiency with firearms, explosives, bombs, and powder kegs, and may do the following:
- With access to the appropriate parts, you may take one hour to construct a pistol, rifle, explosive, or bomb, or with 2 hours you may refine a small keg of black powder (enough for 10 powder horns).
- You can safely transport powder kegs and explosives.
- You may spend 10 minutes to repair a damaged firearm.
Firearm Mastery
At 9th level, the methods with which you store and employ your firearms are so efficient that you receive the following benefits:
- You may draw or stow a firearm as part of your attack action.
- You may fire in melee range or at long range with no penalties.
- You now ignore the loading quality of firearms, and do not need a free hand to reload.
- When you make an attack with a firearm, you may make a second attack with the same firearm, provided you have ammunition available.
Nerves of Steel
Starting at 13th level, you become accustomed to surviving extreme situations. You are immune to fear, even dragon fear, cannot be knocked prone, and are resistant to bludgeoning, thunder, force, and fire damage. When making a dexterity save to avoid explosions, you roll with advantage.
Twitchy Trigger Finger
Starting at 17th level, you have mastered your twitchy, trigger finger. If you take the Attack action on your turn, you may make an extra attack with the same firearm, provided you have ammunition available. You may then make an unarmed strike or improvised, melee attack as a bonus action. If it hits, this unarmed strike or improvised, melee attack counts as a sneak attack.
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