Base Class: Rogue
After some time with your nose to the grindstone, lady luck had finally paid you a visit. Whether it was inspiration that came from a moment of creative clarity, or looting some papers off the corpse of some poor soul. You have figured out how you are going to leave your mark on the world. Inventing the first line of "the weapons of the future". Rogues who take this path consider themselves craftsmen & craftswomen, testing their inventions by pitting them against whatever the world can throw at them.
Firearms Table
| Name | Cost | Ammo | Damage | Weight | Range | Properties |
|---|---|---|---|---|---|---|
| Palm Pistol | 50g | 3g (10) | 1d6 piercing | 3 lb. | (30/90) |
Light, Reload 1, Misfire 1
|
| Flintlock Pistol | 150g | 5g (10) | 1d8 piercing | 5 lb. | (50/150) |
Reload 2, Misfire 2
|
| Flintlock Rifle | 300g | 5g (5) | 1d10 piercing | 10 lb. | (70/210) |
Two-Handed, Reload 2, Misfire 3
|
| Repeater Pistol | 300g | 5g (5) | 1d8 piercing | 6 lb. | (60/180) |
Reload 3, Misfire 2
|
| Blunderbuss | 500g | 5g (1) | 3d8 piercing | 15 lb. | Self (15 ft Cone) |
Two-Handed, Heavy, Special*, Reload 1, Misfire 3
|
| Hunter's Rifle | 650g | 8g (1) | 2d10 piercing | 10 lb. | (100/300) |
Two-Handed, Reload 1, Misfire 3 |
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.
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.
Special. Whenever you make an attack with the Blunderbuss, roll to see if the weapon misfires. If above the misfire score, then each creature in a 15-foot cone must make a Dexterity saving throw against a DC of 8+ proficiency + DEX score. A creature takes 3d8 piercing damage on a failed save, or half as much damage on a successful one.
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.
Gunsmith Initiate
You gain proficiency with Firearms and Tinker's Tools (your proficiency modifier is doubled if already proficient with Tinker's Tools).
You gain an additional action, Reload. You can reload the magazine of your currently equipped weapon as an Action (as long as you have a free hand and the ammunition needed to refill the weapon).
You gain an additional action, Repair. When your equipped weapon misfires, you can use your action to try and repair it using your Tinker's Tools.
Nimble Hands
You can stow or draw an additional weapon on your turn.
You gain an additional function to the Cunning Action feature, "Quick Load". You can load a single round into your equipped weapon.
Experimental Crafting
Your weapon/bullets now count as magical for overcoming resistance/immunity to non-magical weapons.
Your GP cost to make ammunition & firearms increases with the new usage of rarer materials (exact cost increase is up to the DM's discretion).
Your misfire number increases by 2.
Clear Shot
You have improved your ability to hit with ranged attacks. You have advantage on ranged attacks against creatures that are not obscured/behind cover and are not within 5ft of any other creature.
Mastercraft Design
Your firearm attacks now score a critical hit on a roll of 19 or 20.
When you critical hit with a firearm, you immediately shoot again. Make an additional attack as a part of the same attack action, Sneak Attack damage is always applied to the additional shot(s) whether it was applied to the previous shot or not. This effect will continue if critical hits are continuously being rolled, until the firearm's magazine is completed.