Rogue
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.

Level 3: 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 creature wears a metallic armor or 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 bullets always ricochets.

Level 9: 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 up to two attachments per weapon, but you cannot use the same attachment on different weapons. You can change the attachments from 1 weapon during a short rest and from all weapons during a long rest.

Name

Compatibility

Positive Effect

Negative Effect

Silenced Barrel

Any firearm

Your attacks make no sound at all.
You don’t reveal your position if you attack from a hidden position.

You have a -2 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.

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Vertical Grip

Any two-handed firearm

You gain a +2 bonus on your attack rolls.

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Magical Pointer

Any firearm

You gain a +3 bonus on your attack and damage rolls.

You have a -5 on Dexterity (Stealth) checks while wielding a weapon with this attachment.

Magical Chamber

Any firearm

You don’t need to reload the weapon.

Cannot equip any other attachment to a weapon equipped with this attachment.

Level 13: Quickdraw

When you reach 13th level, you can add your proficiency bonus to your initiative. Also, during the first round of any combat, your firearm attacks deal extra damage equal to your current Rogue Level.

Level 17: Ocelot's Rapid Fire

When you reach 17th level, you attained mastery over quickly firing your smaller firearms. As an action when you have an one-handed firearm in one hand and your other hand is free, you can shoot all loaded bullets of your current firearm against a single target. Those attacks cannot trigger your Ricochet feature. Roll a separate attack roll for each bullet fired without adding your ability modifier on the attack and damage rolls. If the targeted creature is within 30ft, you have advantage on your attack rolls and your attacks score a critical hit on rolls of 18-20.

Previous Versions

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11/25/2024 2:14:50 AM
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2024
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