Rogue
Base Class: Rogue

Sometimes a rogue wants to be more than just a mere melee assassin. Some want to delve into the world of firearms and gun-slinging. This subclass, unlike the Fighter’s Gunslinger, focuses more on long distance fighting and the art of hiding in plain sight.

Combat Superiority

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special points called superiority points.

Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Points. You have four superiority points. A superiority point is expended when you use it. You regain all of your expended superiority points when you finish a short or long rest.

You gain another superiority point at 7th level and one more at 15th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Highland Habits

When you choose this archetype at 3rd level, you gain a firearms and tinkers tools proficiency. With this, you can arm yourself with an effective ranged weapon and have the ability to repair it during battle.

You also lose no movement speed when attempting to move through difficult terrain climbing.

 

 

Swift Hands

At 9th level, your skill as a marksman improves greatly, to a point that you can automatically reload a weapon within a whim of time. You can now reload your weapon with ammunition with just a bonus action rather than a main action or gain an extra attack at the start of every battle.

Quick Reload

You get to reload your gun as a bonus action instead of an action.

Swift Shooting

You get an extra attack at the start of every battle.

Maneuvers

The maneuvers are not presented in alphabetical order.

Blinding Shot

You expend one use of your superiority points to force a person to go blind. Make a ranged attack against your target. If you hit, they must make a CON saving throw of DC (8 + Proficiency + Constitution) or go blind until your next round.

Deafening Shot

By expending a superiority point, you can target the hearing orifices of an individual to make them deaf. Make a ranged attack against your target. If it hits, have them roll a CON save of DC (8 + Proficiency + Constitution). If they fail, they become deaf until your next turn.

Disarming Shot

Expending one superiority point allows you to attempt breaking the concentration or disarming an individual. Target must make a CON saving throw of DC (8 + Proficiency + Constitution) to maintain their concentration, or lose concentration & drop any equipment they have in their hands.

 

 

Eagle Eyes

By expending a superiority point, you gain advantage on all perception and investigation checks for a minute as a bonus action.

Paralyzing Shot

By expending one superiority point, you can attempt paralyzing the target by hitting a vital organ. Make a ranged attack at the target, they must make a CON saving throw of DC (8 + Proficiency + Constitution), or become paralyzed until your next turn.

 

 

Prone Shot

By expending one superiority point, you can try to trip the target and cause them to become prone. Make a ranged attack. If it hits, have the target roll a DEX save of DC (8 + Proficiency + Dexterity). If they fail, they drop to the ground; prone.

 


Prone Shot

By expending one superiority point, you can try to trip the target and cause them to become prone. Make a ranged attack. If it hits, have the target roll a DEX save of DC (8 + Proficiency + Dexterity). If they fail, they drop to the ground; prone.

Quick Shot

By expending a superiority point, you can make a bonus action or a reaction to fire a shot at your enemies. This may also count as an opportunity attack.

Rapid Fire

By expending one superiority point, you may attack 2 times shooting with your ranged weapon. Each attack is treated as an individual attack with it's own attack roll. Afterwards you must rest by not using an attack action for next turn. You gain an additional shot at level 6, then one at level 11, then one at level 16.

Ricochet Shot

Expending one superiority point allows you to hit an enemy with the momentum of your bullets, ricocheting it to another. One creature of your choice that is within 10 ft of your target must make a DEX saving throw of DC (8 + Proficiency + Dexterity). On a fail, they will be hit with the same amount of damage you made on your intended target. On a success, they only take half that damage.

Signal Shot

By expending a superiority point, you can use a bonus action to alert your allies about your target. All allies will have advantage against that target til your next turn.

Tranquilizing Shot

You fire a discreet shot that attempts to tranquilize the enemy. Make a ranged attack against the target. If you succeed, have the target make a CON saving throw of DC (8 + Proficiency + Constitution). If they fail, they fall unconscious until your next turn.

Vicious Shot

You expend a Superiority Point. Your gun has advantage on attack rolls until the end of your turn. You must add 1d4 to your misfire score before firing. If you hit, you deal 1d8 extra damage. The damage increases to 2d8 at 6th level, 3d8 at 11th level, and 4d8 at 16th level.

Vital Shot

By expending one superiority point, you can take aim at a target's vital organs. As a bonus action, make a medicine check against your target's deception check. If you succeed, you gain advantage on your target and will score a critical hit no matter what.

Warning Shot

You attempt to intimidate the target by shooting them. By expending the superiority point, make a ranged attack. If it hits, the target must make a WIS saving throw of a DC (8 + Proficiency + Wisdom). If they fail, they become frightened of you until your next turn.

Wounding Shot

By expending one superiority point, you make a ranged attack against your target. They must make a DEX saving throw of DC (8 + Proficiency + Dexterity) or suffer a 1d8 of bleeding damage every start of their turn. They must make a medicine (Wisdom) check of DC (8 + Proficiency + Wisdom) to stop the bleeding.

Hide in Plain Sight

At 13th level, you become accustomed to your surroundings, being able to blend into your environment with ease. When you take the hide action or take cover, you automatically gain 3/4ths cover; receiving a +5 AC while hiding. Enemies will also have disadvantage perceiving and hitting you.

Deadeye's Mark

At 17th level, your skills as a marksman are unparalleled to mere gunslingers and deep stalking rangers. You now gain a proficiency in quickly and effectively finishing off your targets. Choose one target while in combat. You now ignore all resistances and immunities that creature has. Also, all attacks you make to it deal double damage. You must complete a long rest afterwards in order to reuse this ability again.


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