Rogue
Base Class: Rogue

Cannons

Ancestral Pirate Blood

The blood inside you has awoken with the call of its Pirate Ancestors and you can now hear their chants and can call upon their power within your blood to summon Ghost Cannons. When you channel the power through your blood, you willingly make a small cut on yourself anywhere to let some of your ancestral powers manifest in the mortal plane. You deal 1d4 slash damage to yourself every time you summon a Ghost Cannon. 

You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Ghost Cannon

When you choose this archetype at 3rd level, you learn how to summon a Ghost Cannon. You can use this feature a number of times equal to 1 times plus your Charisma modifier. You regain any expended uses when you finish a long rest. Summon a Ghost Cannon as a bonus action. You can only have 1 Ghost cannon at any given time(until rogue level 9). 

Summon a spectral Ghost Cannon in an unoccupied space on a horizontal surface within 5 feet of you. Firing the Cannon takes up an Attack Action and the Cannon disappears if it is fired 3 times or reduced to 0 hit points. The Ghost Cannon fire a ranged spell attack, originating from the cannon, at one creature or object within 100 feet of it. On a hit, the target takes 3d6 force damage, and 1d4 fire damage in a 10ft radius from the point of impact. If the target is a creature, it is pushed up to 5 feet away from the cannon. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or saving throw, treat all it's ability scores as 10 (+0). If the Mending spell is cast on it, it regains 2d6 hit points.

The Ghost Cannon has an AC of 18 and a number of hit points equal to five times your rogue level.

Second Ghost Cannon

At 8th level, you can hear the calls from your pirate ancestors more clear, you can now summon two Ghost Cannons. You can now have two Ghost Cannons at the same time, but if you have already summoned the first Cannon as a bonus action, summoning the second takes an attack action to summon. When you fire with one cannon, both fire at the same time at the same target in the same attack action. 

You now gain two expended uses of the Ghost Cannon after a short rest.

Sudden Strike

Starting at 13th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can’t use your Sneak Attack against the same target more than once in a turn.

Elemental Ammo

Starting at level 15 your ancestral blood now almost boils with anticipation when you summon your Ghost Cannons. Now each shot of your Ghost Cannons deal bonus 2d10 psychic damage.

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