Base Class: Rogue
An Ocelot rogue specializes on taking down targets swiftly. By using firearms as their main weapons, they usually stay at a moderate distance during a fight, but can switfly change their position if needed. They are also very clever on how to use ricochets to hit various targets and solve various situations.
Firearms Proficiency
Starting 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.
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.
Ricochet
Upon choosing this archetype at 3rd level, you learn how to ricochet your shots in order to hit multiple targets. Whenever you shoot with a firearm against a creature or an object, roll a d6. On a 5 or 6, the bullet ricochets on the targeted creature or object and can hit a second target of your choice within 30ft of the original target. If the targeted object is metallic, the bullet ricochets regardless of the roll. Roll for the ricochet attack as if it was a normal ranged weapon attack against the second target's AC. The ricochet attack deals 1d6 plus your dexterity modifier as piercing damage on a hit. The ricochet attack also applies the Sneak attack bonus damage if the original attack did so.
At 9th level, the bullet can ricochet one extra time.
Lightning Hands
By 3rd level, you can use the bonus action granted by your Cunning Action to reload, stow or draw any firearm.
Weapon Modding
Upon reaching 9th level, you create magical attachments to optimize your firearms. At the end of any long rest, you can choose attachments from the attachments table below to optimize your weapons. You can use only one attachment per weapon, and you cannot use the same attachment on different weapons. You can change the attachment from 1 weapon during a short rest.
|
Name |
Compatibility |
Positive Effect |
Negative Effect |
|
Silenced Barrel |
Any firearm |
Your attacks make no sound at all. |
You have a -3 penalty on your attack rolls. |
|
Magical Scope |
Any firearm |
You gain a +5 bonus on your attack rolls against targets more than 30ft away. |
You have disadvantage on attack rolls against targets within 30ft. |
|
Rubber Grip |
Any one-handed firearm |
You gain a +2 bonus on your attack rolls. |
--- |
|
Vertical Grip |
Any two-handed firearm |
You gain a +2 bonus on your attack rolls. |
--- |
|
Magical Pointer |
Any firearm |
You gain a +3 bonus on your attack and damage rolls. |
You have disadvantage on Dexterity (Stealth) checks. |
|
Magical Chamber |
Any firearm |
You don’t need to reload the weapon. |
You cannot stow or draw a weapon with this attachment unless you spend an action to do so. |
Quickdraw
When you reach 13th level, you add your proficiency bonus to your initiative. Also, you have advantage on your first attack during a combat and you deal an extra 2d6 points of piercing damage on that hit.
The extra damage increases by 1d6 on 15th and 17th level.
Ocelot's Rapid Fire
When you reach 17th level, you attained mastery over quickly firing your weapons. As an action when you have an one-handed firearm in one hand, you can shoot all your bullets of your current firearm against a single target. Roll a separate attack roll for each bullet fired without adding your ability modifier on them. These attacks cannot trigger the effects of the Ricochet feature. If the targeted creature is within 30ft, you have advantage on the attack rolls and those attacks deal extra damage equal to half of your Sneak Attack's damage dice on a hit (Rounded up).
You can use this feature once per Short rest.
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