Rogue
Base Class: Rogue

Creatively Flashy Black Powder Marksman

A warrior is typically envisioned to be someone who has dedicated themselves to intense weapon training. A Renegade by definition is anything but that. Rogues of this archetype have learned to fully utilize one of the most efficient weapons to exist, firearms. With a single pull of a trigger, these Rogues can surpass years of practice and discipline. In addition, they have found ways to customize their weapons and even maximize the potency of their shots. Because if the first shot didn't kill it, then they'll make sure the next one will.

Gunsmith

3rd-level Renegade feature

You mastered crafting your own guns. You gain the following benefits.

Tool Proficiency. You gain proficiency with Tinker's Tools. If you already have this proficiency, you gain proficiency with one other type of Artisan's Tools of your choice.

Crafting Time. When you craft a Martial Ranged weapon, the amount of time and gold required to craft it is halved.

Customize Firearm

3rd-level Renegade feature

You know how to craft and customize firearms to suit your gunslinging style. You gain the following benefits.

Ranged Weaponry. You gain proficiency with Martial Ranged weapons.

Firearm Upgrade. Select one of the following options from the list below. While using a Martial Ranged weapon, you gain its benefit. Whenever you gain a Rogue level, you can replace one of your Firearm Upgrades with another of your choice. You can select one additional upgrade at 9th and 17th level.

Blaster

Being within 5 feet of a hostile creature doesn't impose Disadvantage on your ranged attack rolls. When you hit a target within 5 feet of you, you can roll an additional Sneak Attack die and add it to total the damage roll.

Duelist

You can add your Charisma modifier to your Initiative rolls and can take the Dodge action as a Bonus Action. When you roll Initiative, you can use a Reaction to make one ranged attack roll to a target you can see.

Gore

You gain a new way of using your Sneak Attack; you don't need Advantage on the attack roll to use your Sneak Attack if it is with a Martial Ranged weapon and you don’t have Disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Sniping

Your ranged weapon attacks ignore Half Cover and attacking at long range doesn’t impose Disadvantage on your attack rolls. When you roll damage for a ranged attack roll, you can reroll any 1 or 2 on a damage die.

Troupe

You gain one additional use of Trick Shot and regain one expended use when you roll Initiative. Targets have Disadvantage on saving throws against your Trick Shots. When you finish a Long Rest, you can replace one Trick Shot you know with another.

Volley

When you take the Attack action on your turn, you can make one extra ranged weapon attack as part of the Attack action. You can make this extra attack only once per turn and you don’t add your ability modifier to the extra attack’s damage.

Trick Shots

3rd-level Renegade feature

You know flashy techniques with firearms called Trick Shots. You learn three Trick Shots of your choice. You learn an additional Trick Shot of your choice at levels 9, 13, and 17 in this class. If a Trick Shot requires a saving throw, the save DC is 8 + your Proficiency Bonus + your Charisma modifier. You can use only one Trick Shot per attack.

You can use this feature three times and gain one additional use at levels 9th (4 uses total) and 17th (5 uses total) in this class. You regain one expended use when you score a Critical Hit, reduce a creature to 0 HP after rolling Initiative or when you finish a Short Rest. You regain all use when you finish a Long Rest and can replace one of your Trick Shots with another of your choice.

Anxiety Shot

When you hit a target with a ranged weapon attack, you can force that target to make a Wisdom saving throw. On a fail, its Concentration is broken and becomes Deafened and Frightened of you until the end of your next turn. On a success, your use of Trick Shot isn’t expended.

Bullying Shot

When you roll damage that was made from a ranged weapon attack, you can select a number of dice rolled equal to your Proficiency Bonus and use its maximum value instead when determining the total damage.

Cover Shot

As a Reaction, when an ally within the normal range of your ranged weapon is targeted with an attack roll, you can add your Charisma modifier to the ally’s AC until the end of the attacker's turn.

Dazing Shot

When you hit a target with a ranged weapon attack, the target must make a Constitution saving throw. On a fail, on its next turn it must choose whether it gets a move, an action, or a Bonus Action; it gets only one of the three. On a success, your use of Trick Shot isn’t expended.

Deadeye Shot

When you make a ranged weapon attack, you can gain a bonus to the roll equal twice your Charisma modifier. You make this choice after determining whether the attack hits or misses.

Explosive Shot

When you hit a target with a ranged weapon attack, you can have creatures within 5 feet of the target make a Dexterity saving throw or start burning for 1 minute. A burning creature takes extra Fire damage equal to your Charisma modifier at the start of each of its turns.

Forceful Shot

When you hit a target with a ranged weapon attack, the target must succeed on a Strength saving throw. On a fail, it is pushed 20 feet away from you and has Disadvantage on Strength or Dexterity checks until the end of your next turn. On a success, your use of Trick Shot isn’t expended.

Hemorrhaging Shot

When you hit a target with a ranged weapon attack, you can force the target to make a Constitution saving throw. On a fail, it takes Piercing damage equal to your Rogue level if it moves more than 5 feet on its next turn and the next attack roll against it has Advantage. On a success, your use of Trick Shot isn’t expended.

Lingering Shot

When you hit a target with a ranged weapon attack, you can force the target to make a Strength saving throw. On a fail, its Speed is halved and can’t make more than one attack until the end of its next turn. On a success, your use of Trick Shot isn’t expended.

Piercing Shot

When you hit a target with a ranged weapon attack, you can deal damage equal to 1 plus your Dexterity modifier to every target in a straight line directly behind the target you hit within your normal range. This damage is the same type dealt by the weapon.

Ricochet Shot

When you hit a target with a ranged weapon attack, choose another target within 20 feet of the one you hit, taking 1d4 plus your Charisma modifier of Piercing damage. You can then repeat this effect against a new target with its range decreasing by 5 feet each time.

Vengeful Shot

As a Reaction, when you are damaged by a target that is within the normal range of a ranged weapon you’re holding, you can make one attack roll with that weapon against that target. This attack cannot benefit from Sneak Attack.

Grievous Survivor

9th-level Renegade feature

As a Bonus Action, you can expend up to a number of your Hit Point Dice equal to your Charisma modifier. Add your Charisma modifier for each Hit Point Die spent in this way. You regain a number of Hit Points equal to the total roll.

Killing Blow

13th-level Renegade feature

You can expertly execute lethal blows. You gain the following benefits.

Bypass. The damage dealt by ranged weapons attack rolls from you ignores Damage Resistances and Immunities.

Bore. Your ranged weapon attack rolls score a Critical Hit on a roll of 19 or 20 on the d20. You automatically score a Critical Hit on creatures with the Paralyzed, Restrained or Stunned conditions.

One Final Shot

17th-level Renegade feature

You learn to use the full volatile force of your firearm, becoming so precise and calculated that you are able to take out enemies in a single shot. Once each time Initiative is rolled, you can use your action to make one ranged attack roll with a Martial Ranged weapon against a target. If its a CR equal to or less than half your Rogue level (round down), you reduce the target to 0 Hit Points on a hit. If its CR is higher than half your Rogue level (round down), then the attack is an automatic Critical Hit.

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