Rogue
Base Class: Rogue

This rogue subclass enables the rogue to gain proficiency in firearms and acquire special abilities related to and around the subject of gunpowder and firearms.

Gun Fanatic

At the 3rd level, you gain proficiency in all firearms, allowing you to add your proficiency bonus to the attack roll for that firearm. 
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.

Firearms
Name Cost Ammo Damage Weight Range Properties
Palm Pistol 50g 2g (20) 1d8 piercing 1 lb. (40/160)
Light, reload 1, misfire 1
Pistol 150g 4g (20) 1d10 piercing 3 lb. (60/240)
Reload 4, misfire 1
Musket 300g 5g (20) 1d12 piercing 10 lb. (120/480)
Two-handed, reload 1, misfire 2
Pepperbox 250g 4g (20) 1d10 piercing 5 lb. (80/320)
Reload 6, misfire 2
Blunderbuss 300g 5g (5) 2d8 piercing 10 lb. (15/60)
Reload 1, misfire 2
Bad News Crafted 10g (5) 2d12 piercing 25 lb. (200/800)
Two-handed, reload 1, misfire 3
Hand Mortar Crafted 10g (1) 2d8 fire 10 lb. (30/60)
Reload 1, misfire 3, explosive

Explosive Prowess

When creating a new item that involves gunpowder or other types of explosives, this action takes half the time and half the cost. If it involves a roll, you get advantage on creating the item. You also gain proficiency in tinker's tools.

Level 3: Firearm Specialties

Beginning at level 3, you can gain access to powder points. You have as many power points as your proficiency modifier ( {{proficiency}} ). Every turn, you can use as many powder points as you want to apply different "Ammunition Enhancements"; however, you cannot use more than one "Ammunition Enhancement". You gain the choice of 7 different firearm specialties.

Ammunition Enhancements: You learn two different firearm enhancements of your choice, which are detailed under the "Ammunition Enhancements" below. These enhance the attack in some way. Each of these enhancements must be declared before you load your round. This means if your gun is already loaded, you cannot apply any ammunition enhancements. You can only apply one "Ammunition Enhancement" per shot.

You learn an additional ammunition enhancement of your choice at 12th and 16th level.

Powder Points: You gain a number of powder points equal to your proficiency bonus. You regain one expended grit point every time you slay an enemy. You also regain all grit points after a short or long rest.

Saving Throws. Some of your Ammunition Enhancements require targets to make a saving throw to resist the trick shot's effects. The saving throw DC is calculated as follows:

          Trick Shot save DC = 8 + your proficiency bonus + your Intelligence modifier ( {{savedc:int}} )

Breaching Shot

When you load your gun, you can expend one powder point to load your weapon with a chalk concrete mixture that breaks through any non-magical lock. On a hit, it does normal damage at point-blank range, but no damage any further than that. This does not incur the disadvantage penalty at close range.

Disarming Shot

When you load your firearm, you can expend one powder point to load your gun with a special bolo. On a hit, the creature takes normal damage, but must succeed in a STR saving throw (DC {{savedc:int}} ) or drop one held object of your choice and have that object be pushed 10ft away from you.

Piercing Shot

When you make a firearm attack against a creature, you can expend one powder point to attempt to fire through the target. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage, and you make an attack roll with disadvantage against the creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.

Stumbling Shot

When you reload, you can spend one powder point to load your gun with a bolo shot. This shot on a hit does normal damage; however, the target also has to make a strength saving throw (DC {{savedc:int}} ). On a failed save, the creature falls prone. 

Stunning Shot

You can expend two powder points to apply a stunning shot to your next shot. Every creature, friendly or foe, that occupies the three squares in the front 5 feet of your muzzle must make a Constitution saving throw (DC {{savedc:int}} ). On a failed save, the creature is stunned and takes on the stunned condition until the beginning of its next turn.

Violent Shot

Whenever you load your gun, you can spend one powder point to overpack the gun powder in your firearm. This increases the damage of the firearm by one damage dice for every powder point you expend; however, it also increases its misfire score by 1d4 for each powder point used on this. 

Wounding Shot

You load your gun with a bullet that has special shrapnel. When a target is hit with this bullet, they must roll a Constitution Saving Throw (DC {{saved :int}}). On a failed roll, they take 1d4 damage. This damage is taken at the beginning of their turn until they die, are healed or take an action to stop the bleeding (DC 10 Medicine Check).

Sneaky Shooter

As a bonus action, you can attach or remove a suppressor from a firearm. The suppressor, when attached, suppresses all sound caused by the firearm outside of a ten-foot radius. Inside this area, the gun sounds like a crossbow would. A gun with the suppressor attached has its misfire score increased by one. 

Explosive Strike

Once per turn, when you hit a creature with a ranged weapon attack, you can deal an extra 1d6 fire damage. If you use your Sneak Attack on the same attack, you can also have the target's armor class reduced by 2 for the next round. This damage increases to 2d6 at level 16.

Explosive Escape

 When you are hit by a melee attack, you can use your reaction to detonate a small charge on your person. The attacker takes 1d4 thunder damage, and you can immediately use your Cunning Action to disengage and move up to 10 feet in the same reaction.

Quick Aquisition

After being unable to see an enemy since the end of your last turn, on the present turn, if you spot them again, you gain a plus 2 to attack rolls against this creature using firearms. 

Comments

Posts Quoted:
Reply
Clear All Quotes