Base Class: Rogue
Most rogues stick to quiet weapons such as the crossbow or the rapier. You are not most rogues.
Like the gunslinger, you have trained with the rare technology that is the firearm. You aren't an expert at creating them, but you are an expert at using them.
With the sound of a gun, you can only get on shot off, but you only need one shot.
Firearm Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
Gun Maintenance
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 or repair damaged firearms.
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.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
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. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
Fast Reload
Beginning at 3rd level, you may use your Bonus Action to load a single round of ammunition into a firearm.
Pinpoint Accuracy
Starting at 9th level, you may add a d8 to any roll to hit with a firearm.
This may be added after the roll is made, but must be before the DM says whether the roll succeeds or fails.
This ability may be used once, and you regain the use after completing a short or long rest.
Improved Fast Reload
Starting at 13th level, you may use your Bonus Action to reload any firearm.
Lethal Shot
At 17th level, you may use a Bonus Action to make your next attack a Critical hit. This only applies to the attack made directly after this is used.
You have 3 uses of this feature. You regain all uses of this feature after a long rest.
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