Base Class: Rogue
Almost always products of intense and harsh training regimes carried out in hidden underground vaults, Dhakaani Agents are spies, saboteurs, infiltrators, and assassins par excellence. While their skills are often put to use gathering information about and carrying out plots against the surface nations of Khorvaire, Dhakaani Agents are also utilized within the hierarchies and power structures of the vaults that trained them; acting as secret police, armorers, detectives, and scouts for the militaristic cabals that administrate life in the vaults. While a Dhakaani Agent's training covers many of the standard tools and tactics employed by surface dwellers, a large portion of their formative time is spent developing an understanding of Dhakaani engineering and chemistry-- the better to build firearms and explosives the likes of which Khorvaire hasn't seen for 4,000 years.
Dhakaani Gunsmith
Dhakaani Agents are insidious saboteurs and armorers. Upon choosing this archetype at 3rd level, you gain proficiency Firearms and explosives, and with Tinker’s and Poisoner's Tools. You may use them (along with your WIS) to craft poisons, ammunition and explosives at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
Trained Marksman
When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.
Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.
You learn an additional trick shot of your choice at 8th, 12th, and 17th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.
Saving Throws. Some of your trick shots require your 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 Dexterity modifier
Trick Shots
Bullying Shot
You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check during an attack; if the Charisma (Intimidation) check succeeds the target gains the Frightened condition, regardless of if the attack hit. The target can make a new save against the condition at the end of each of its turns, and the Frightened condition lasts a maximum of the Dhakaani Agent's WIS modifier in rounds.
Dazing Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
Deadeye Shot
When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.
Disarming Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.
Pinning Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and and pin them down. On a hit, the creature suffers normal damage and must succeed on a Dexterity saving throw or lose its movement speed until the beginning of your next turn.
Piercing Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. 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 every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.
Violent Shot
When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.
Winging Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
Expert Infiltrator
Starting at 9th level, you can unfailingly create false identities for yourself. You gain proficiency with the Disguise Kit, and you must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official- looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.
Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.
Fast Hands
At 13th level, a Dhakaani Agent's hands have become preternaturally skilled at handling Firearms. You can reload any Firearm as a Bonus Action, and learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.
Headshot
At 17th level, a Dhakaani Agent learns an extra Trick Shot: Headshot. Headshot follows all of the standard rules for Trick Shots.
Headshot: When you make an attack against a target, you may spend a Grit point. If the attack hits and the Target fails a Constitution Saving Throw, the attack deals double its normal damage and the target is Incapacitated for 1 round.
Previous Versions
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