Base Class: Rogue
Some rogues focus on mastering the art of stealth and infiltration, making themselves nearly invisible to whomever they please. Other rogues master the art of the kill, becoming deadly infiltrators and assassins. And, beyond them, some rogues prefer to augment their abilities with powerful enchantment and illusion magic.
And then there's you.
You don't see the purpose in all of the skulking around and attacking from the shadows. No, you prefer a more... direct approach, and a far less subtle one at that. You've mastered the art of fighting with firearms, and as a result your reflexes are as fast as lightning. You've learned to harness your pain and frustration in battle and use it to push your body beyond its own limits, moving with a speed like no other.
Some rogues prefer to do their work with a scalpel. You prefer a sledgehammer.
Seasoned Gunfighter
At 3rd level, your fighting experience in shoot-outs has taught you to move fast, and first. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier, and during the first round of combat you can apply your Sneak Attack damage to any weapon attack using a firearm, regardless of whether or not an ally is engaged with your target or if you have advantage. In addition, you gain proficiency with firearms if you don't already have it.
You gain a new use for your Cunning Action. You can use a bonus action to repair a misfired (but not broken) firearm without the use of Tinker's Tools. After all, it's quicker to just use your hands when the bullets start flying.
Grit Your Teeth
No pain, no gain. You've learned to push through pain and frustration, and harness it to push your body beyond its normal capabilities.
Starting at 3rd level, you have a number of Grit Points equal to your Charisma modifier. You regain all expended Grit Points on a short or long rest. Additionally, you regain a Grit Point whenever you take damage in combat.
You can spend your stored Grit Points to take special reactions, or Reflexes. At 3rd level, you know 2 Reflexes. You learn an additional Reflex at 7th and 15th level.
Reflex Options:
Fan the Hammer
Whenever a hostile creature makes an attack or casts a spell within 30ft of you, you may use your reaction and expend a Grit Point to make a firearm weapon attack against that creature.
Malicious Glare
Whenever an enemy makes an attack against you, you may use your reaction and expend a Grit Point to force that creature to make a Charisma saving throw. On a fail, attacks that creature makes against you have disadvantage until the end of its turn. On a success, only the next attack that creature makes against you has disadvantage.
Move it on Over
Whenever a hostile creature moves within 5ft of you, you may use your reaction and expend a Grit Point to move up to half of your walking speed, without provoking attacks of opportunity.
Push your Luck
As a reaction, you may expend a Grit Point to reroll a failed Dexterity or Constitution saving throw.
Quick Misdirection
As a reaction, you may expend a Grit Point to redirect an enemy's missed attack. The nearest hostile creature (except the attacking creature) must make a Dexterity saving throw. On a failed save, the missed attack hits them instead. On a successful save, nothing happens.
Trip 'em Up
Whenever an enemy moves out of your melee attack range, you may use your reaction and expend a Grit Point to force that enemy to make a Dexterity saving throw. On a failed save, that enemy is knocked prone and their movement speed is reduced to 0ft until the end of their turn. On a successful save, the enemy is just knocked prone.
Iron Will
At 9th level, you learn to turn your frustration into power and fortitude. The more Grit Points you have, the more effective you are on the battlefield.
For each Grit Point you have, you take 1d4 less damage from nonmagical sources. In addition, you deal an extra 1d4 damage with firearms for each Grit Point you have.
Greased Lightning
At 14th level, your experience in high-stress situations has made your movements and reflexes quick as lightning. For each Grit Point you have, your walking speed increases by 5ft. In addition, you have access to 2 reactions each round instead of just 1.
Blaze of Glory
At 18th level, your sheer resolve and will to live keeps you going, even in the most dire circumstances.
Dropping to 0 hit points doesn't knock you unconscious, but you still make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. But, you also gain the following benefits:
- You don't have to expend Grit Points to use Reflexes
- All of your weapon attacks using firearms have advantage
- If you would fail a death saving throw, you can expend a Grit Point to reroll it with advantage. You can only spend 1 Grit Point this way per death saving throw.
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Posted Oct 21, 2019This is easily one of the dumbest classes I've seen in a while, I love it