Rogue
Base Class: Rogue

You have honed your skills with not only the blade, but with small firearms. While some rogues sneak silently through shadow, you prefer to walk a path of chaos and revelry.

An Outlaw is a brazen fighter who calls upon the blessing of lady luck and the Pirate Queen to quicken their strikes and harden their resolve.

Versatile Cutthroat

When you choose this archetype at 3rd level, you gain a keen understanding of firearms. You gain proficiency with firearms and tinkerers tools. As long as you are wielding a pistol, you may ignore the loading property of that weapon. Additionally, you can attempt to unjam a firearm as a cunning action.

Roll the Bones

Starting at 3rd level, you may call upon the Pirate Queen to grant you a temporary boon. You have a pool of d6s that you can spend to bargain for luck or power. The number of dice in the pool equals your rogue level.

As a bonus action, you can spend a number of dice up to half of your rogue level and roll them on the Roll the Bones table below. The effects you gain from the table remain active for a number of turns equal to the number of dice rolled or until you expend dice to roll on the table again.

You regain all expended dice when you complete a long rest.

Roll the Bones
d6 Effect
1 Buried Treasure: Your movement speed increases by 10 feet and you ignore difficult terrain.
2 Broadsides: Your attacks deal additional damage equal to your Charisma modifier (minimum 0).
3 Grand Melee: When you sneak attack, you gain temporary hit points equal to the dice rolled.
4 Shark Infested Waters: You score a critical hit on a roll of 19 or 20 on the attack roll.
5 True Bearing: You gain an additional bonus action that may only be used for your cunning actions.
6 Jolly Roger: Once on your turn when you miss with an attack roll, you may choose to roll with advantage.

Between the Eyes

At 9th level, you have learned how to focus your aim in order to cause extreme disruption in your foes.

When you deal sneak attack damage, you can attempt to throw off your target. The creature hit must make a Constitution saving throw (Saving throw DC is equal to 8 + your proficiency bonus + your Dexterity modifier). On a failure, the creature is stunned until the end of your next turn. Once you use this feature, you must finish a short or long rest before using it again.

Loaded Dice

Additionally at 9th level, you are able to bend luck in your favor. When you Roll the Bones, you may reroll up to 2 dice. You can use this feature twice. You regain all expended uses of this feature when you finish a long rest.

When you reach 15th level, you can use this feature three times between rests.

Riposte

Starting at 13th level, you have become a both quick and deadly with your weapons. Whenever a creature within 5 feet of you misses you with an attack, that creature takes 1d4 bludgeoning, piercing, or slashing damage (depending on what melee weapon you are currently wielding).

Adrenaline Rush

Beginning at 17th level, you have learned how to heighten all of your senses and quicken your reflexes, allowing you to move like a blur and strike like lightning. As a bonus action, you enter an Adrenaline Rush for 1 minute or until to you end it using a bonus action. While under the effects of Adrenaline Rush, you gain the following benefits:

  • Your Armor Class increases by 2.
  • You gain one additional action on your turn. This action can be used to make one attack, dash, disengage, hide, or use an item.
  • When you Roll the Bones, you roll one additional d6 and you may reroll one of the die.
  • Your Sneak Attack damage increases by 2d6.

Once you use this feature, you can't do so again until you finish a long rest.

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