This build does require a campaign where characters get a decent amount of gold and downtime. Additionally it uses multiple backwards compatible 2014 features and RAW interactions that can be hotly debated among the D&D community:
Thief Rogue’s lv3 Fast Hands feature
When used with scrolls it enables a Rogue to use True Strike and Sneak Attack twice a ROUND by using a True Strike scroll with a Bonus Action and then holding the Magic Action (with concentration) until the next creature’s TURN and then using True Strike again.
Cantrip scrolls are in Adventuring Gear so can be bought before adventures with Gold Buy and purchased from general stores for 30gp each (or crafted with Arcana and Calligrapher’s Supplies for 15gp and 8 hours work).
Agonising Blast, Radiant Soul and True Strike
The spell True Strike itself does not deal damage UNTIL character lv5+ when it then adds an additional d6. Therefore, after lv5 Agonising Blast can add your Charisma modifier ontop of True Strike (the same goes for Celestial Warlock’s lv6 Radiant Soul Feature). Allowing 3x Charisma modifier to be applied to both attacks in a ROUND.
Spell Sniper and True Strike
This build uses the Spell Sniper feat instead of Sharpshooter in order to boost Charisma whilst still gaining the following abilities:
•Your True Strike ranged attack rolls for ignore Half and Three-Quarters Cover.
•Being within 5ft of an enemy doesn’t impose Disadvantage on True Strike ranged attack rolls.
This is because although True Strike uses a weapon to attack it is still a spell and the language for both Bypass Cover and Casting in Melee allows for any Attack Roll that is part of a spell (rather thanspecifically a spell attack roll). However, sadly the range of our Musket will not get be increased by 60ft. because the range of True Strike is Self.
Pact of the Chain: Invisible Imp to enable Sneak Attacks
Lv3 Rogue 2: 1d12+3 +1d6=13
Lv4 Rogue 3: Thief: 2(1d12+3 +2d6)=33
Fast Hands: can now use True Strike scrolls and hold action, for two Sneak Attacks
Lv5 Warlock 2: 2(1d12+6 +3d6)=46
Replacing Pact of the Chain with Pact of the Tome: keep invisible Imp alive as long as possible, afterwards replace with Owl
Aspect of the Moon (Pact of the Tome pre-requisite): will give us 8 hours every Long Rest to craft scrolls
Agonising Blast: True Strike: now cantrip scaling has enabled the damage boost
Lv6 Warlock 3: Celestial: 2(1d12+6 +3d6)=46
2nd lv Pact Slots: Cure Wounds, Aid, Darkness, Hold Person are very helpful spell scrolls.
Lv7 Warlock 4: 2(1d12+8 +3d6)=50
Spell Sniper: 18 Charisma, Ignore cover and no disadvantage for shooting in melee
Lv8 Warlock 5: 2(1d12+8 +3d6)=50
Devil’s Sight and One with Shadows: Enable lots of shenanigans and infiltration, bonus points for putting out candles/lanterns/fires with Control Flames (Pact of the Tome)
3rd lv Pact Slots: Counterspell, Hypnotic Pattern and Revivify are huge spell scrolls.
Lv9 Warlock 6: 2(1d12+12 +3d6)=58
Radiant Soul
From this point onwards there is a difficult choice between returning to Rogue for more damage (7 damage every two levels) or continuing with Warlock for higher level spells. I’m a fan of the following to pickup extra damage, Supreme Sneak and not miss out on Mystic Arcanum:
Lv10 Rogue 4: 2(1d12+15 +3d6)= 64
Lv11 Rogue 5: 2(1d12+15 +5d6)= 78
Lv12 Rogue 6: 2(1d12+15 +5d6)= 78
Lv13 Rogue 7: 2(1d12+15 +6d6)= 85
Lv14 Rogue 8: 2(1d12+15 +6d6)= 85
Lv15 Rogue 9: 2(1d12+15 +7d6)= 92
Lv17-20 Warlock 7-11
Overall the damage is basically the same as full Thief Rogue would be (with a 1 level dip for True Strike and spell scrolls) BUT in return for around 1-6 damage loss (depending on level) the character gains so much in terms of versatility.
Spell Sniper doesn’t say “spell attack roll”… but rather an “attack roll for a spell” - attack roll means all types of attacks in 2024.
The “for a spell” part also applies because True Strike says: “Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting.”
And so yes casting True Strike makes a Weapon Attack Roll (in this case Ranged) but it remains part of a Spell, which as strange and niche as it may seem… fits the criteria.
However, if a DM does not allow the Spell Sniper interaction (as is their right), then the main benefit from starting with Giff is removed as it offers firearm proficiency and half the Sharpshooter feat. If we have to take Sharpshooter instead of Spellsniper (and so delay maxing out charisma) it would be better to change species and background - the best option would be to start with the Rifle Corps background and save 500gp on a Musket (also worth doing this in games with less gold rewards).
These are four things we need from Background and Species:
+1 in Dexterity and +2 Charisma
Musket proficiency
Calligraphy proficiency (and Arcana, but that is easy by just getting a repeat)
Lucky origin feat (OR crafter if we can’t get Calligraphy proficiency, which also makes crafting cantrip scrolls only 12gp)
And so two notable backgrounds to consider Wayfarer (stats, lucky and calligraphy tools due to starting Rogue) OR Whitestone Rifle Corps which notably does not just give firearm proficiency but it also lets you start with a free Musket (normally 500gp)
For Wayfarer background there are three species that offer proficiency in the Musket: Giff (my favourite), Custom Lineage: Gunner feat and Githyanki.
For Rifle Corps background there are four species (from a glance) that offer tool proficiencies: Autognome (my favourite), Warforged, Human: Crafter feat or Githyanki.
I have just realised that the Imp Pact of the Chain familiar is a mistake, as a Sphinx of Wonder with a Manifold Tool can half crafting time. I made a thread about it here.
I don't have the Ebbron books so no idea about a manifold tool.
Common attunement magic item (100gp) that takes a magic action to become any artisan tool, and you get that proficiency too. It’s pretty good and saves 171gp from buying all the artisan tools even if you had all the proficiencies.
Most importantly it is a common magic item and therefore adventurer’s gear that you can buy with gold buy straight off that bat - like in my Autognome version of the build
Gold buy (110gp) starting equipment with the Whitestone Rifle Corps Background:
Musket (free)
Clothes (free)
Pouch (free)
Calligrapher’s Supplies (10gp)
Manifold Tool (100gp, or make it for 50gp with Tinker’s Tools… which also cost 50gp.)
This build does require a campaign where characters get a decent amount of gold and downtime. Additionally it uses multiple backwards compatible 2014 features and RAW interactions that can be hotly debated among the D&D community:
Thief Rogue’s lv3 Fast Hands feature
When used with scrolls it enables a Rogue to use True Strike and Sneak Attack twice a ROUND by using a True Strike scroll with a Bonus Action and then holding the Magic Action (with concentration) until the next creature’s TURN and then using True Strike again.
Cantrip scrolls are in Adventuring Gear so can be bought before adventures with Gold Buy and purchased from general stores for 30gp each (or crafted with Arcana and Calligrapher’s Supplies for 15gp and 8 hours work).
Agonising Blast, Radiant Soul and True Strike
The spell True Strike itself does not deal damage UNTIL character lv5+ when it then adds an additional d6. Therefore, after lv5 Agonising Blast can add your Charisma modifier ontop of True Strike (the same goes for Celestial Warlock’s lv6 Radiant Soul Feature). Allowing 3x Charisma modifier to be applied to both attacks in a ROUND.
Spell Sniper and True Strike
This build uses the Spell Sniper feat instead of Sharpshooter in order to boost Charisma whilst still gaining the following abilities:
•Your True Strike ranged attack rolls for ignore Half and Three-Quarters Cover.
•Being within 5ft of an enemy doesn’t impose Disadvantage on True Strike ranged attack rolls.
This is because although True Strike uses a weapon to attack it is still a spell and the language for both Bypass Cover and Casting in Melee allows for any Attack Roll that is part of a spell (rather than specifically a spell attack roll). However, sadly the range of our Musket will not get be increased by 60ft. because the range of True Strike is Self.
Lv1 Rogue 1: 1d12+3 +1d6=13
Giff with Wayfarer background (Lucky feat)
8str | 16dex | 14con | 8int | 10wis | 17cha
Proficiencies: Firearms, Calligrapher’s supplies, Thieves tools, Arcana, Deception, Insight, Perception (expertise), Persuasion & Stealth (expertise)
Mastery: Musket and Pistol
Lv2 Warlock 1: 1d12+3 +1d6=13
True Strike
Pact of the Chain: Invisible Imp to enable Sneak Attacks
Lv3 Rogue 2: 1d12+3 +1d6=13
Lv4 Rogue 3: Thief: 2(1d12+3 +2d6)=33
Fast Hands: can now use True Strike scrolls and hold action, for two Sneak Attacks
Lv5 Warlock 2: 2(1d12+6 +3d6)=46
Replacing Pact of the Chain with Pact of the Tome: keep invisible Imp alive as long as possible, afterwards replace with Owl
Aspect of the Moon (Pact of the Tome pre-requisite): will give us 8 hours every Long Rest to craft scrolls
Agonising Blast: True Strike: now cantrip scaling has enabled the damage boost
Lv6 Warlock 3: Celestial: 2(1d12+6 +3d6)=46
2nd lv Pact Slots: Cure Wounds, Aid, Darkness, Hold Person are very helpful spell scrolls.
Lv7 Warlock 4: 2(1d12+8 +3d6)=50
Spell Sniper: 18 Charisma, Ignore cover and no disadvantage for shooting in melee
Lv8 Warlock 5: 2(1d12+8 +3d6)=50
Devil’s Sight and One with Shadows: Enable lots of shenanigans and infiltration, bonus points for putting out candles/lanterns/fires with Control Flames (Pact of the Tome)
3rd lv Pact Slots: Counterspell, Hypnotic Pattern and Revivify are huge spell scrolls.
Lv9 Warlock 6: 2(1d12+12 +3d6)=58
Radiant Soul
From this point onwards there is a difficult choice between returning to Rogue for more damage (7 damage every two levels) or continuing with Warlock for higher level spells. I’m a fan of the following to pickup extra damage, Supreme Sneak and not miss out on Mystic Arcanum:
Lv10 Rogue 4: 2(1d12+15 +3d6)= 64
Lv11 Rogue 5: 2(1d12+15 +5d6)= 78
Lv12 Rogue 6: 2(1d12+15 +5d6)= 78
Lv13 Rogue 7: 2(1d12+15 +6d6)= 85
Lv14 Rogue 8: 2(1d12+15 +6d6)= 85
Lv15 Rogue 9: 2(1d12+15 +7d6)= 92
Lv17-20 Warlock 7-11
Overall the damage is basically the same as full Thief Rogue would be (with a 1 level dip for True Strike and spell scrolls) BUT in return for around 1-6 damage loss (depending on level) the character gains so much in terms of versatility.
Your True Strike ranged attack rolls for ignore Half and Three-Quarters Cover.
No it doesn't because if the weapon or ammo doesn't hit you give no damage. Spell sniper would not be appropriate for your gun.
Spell Sniper doesn’t say “spell attack roll”… but rather an “attack roll for a spell” - attack roll means all types of attacks in 2024.
The “for a spell” part also applies because True Strike says: “Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting.”
And so yes casting True Strike makes a Weapon Attack Roll (in this case Ranged) but it remains part of a Spell, which as strange and niche as it may seem… fits the criteria.
However, if a DM does not allow the Spell Sniper interaction (as is their right), then the main benefit from starting with Giff is removed as it offers firearm proficiency and half the Sharpshooter feat. If we have to take Sharpshooter instead of Spellsniper (and so delay maxing out charisma) it would be better to change species and background - the best option would be to start with the Rifle Corps background and save 500gp on a Musket (also worth doing this in games with less gold rewards).
These are four things we need from Background and Species:
And so two notable backgrounds to consider Wayfarer (stats, lucky and calligraphy tools due to starting Rogue) OR Whitestone Rifle Corps which notably does not just give firearm proficiency but it also lets you start with a free Musket (normally 500gp)
For Wayfarer background there are three species that offer proficiency in the Musket: Giff (my favourite), Custom Lineage: Gunner feat and Githyanki.
For Rifle Corps background there are four species (from a glance) that offer tool proficiencies: Autognome (my favourite), Warforged, Human: Crafter feat or Githyanki.
I have just realised that the Imp Pact of the Chain familiar is a mistake, as a Sphinx of Wonder with a Manifold Tool can half crafting time. I made a thread about it here.
I don't have the Ebbron books so no idea about a manifold tool.
Common attunement magic item (100gp) that takes a magic action to become any artisan tool, and you get that proficiency too. It’s pretty good and saves 171gp from buying all the artisan tools even if you had all the proficiencies.
Most importantly it is a common magic item and therefore adventurer’s gear that you can buy with gold buy straight off that bat - like in my Autognome version of the build
Gold buy (110gp) starting equipment with the Whitestone Rifle Corps Background:
Musket (free)
Clothes (free)
Pouch (free)
Calligrapher’s Supplies (10gp)
Manifold Tool (100gp, or make it for 50gp with Tinker’s Tools… which also cost 50gp.)