Rogue
Base Class: Rogue

Not everyone who wields a gun prefers to do so openly. Some prefer to attack from a distance and stay hidden whenever
possible, maximizing the power of a single shot. These rogues are snipers, superb marksmen able to put a bullet in their
target from hundreds of feet away and get away with it.

 

 

Gunsmith

Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition 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.

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 before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

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.

Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

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. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.

Firearms
Name Cost Ammo Damage Weight Range Properties
Palm Pistol 50g 2g (20) 1d8 piercing 1 lb. (40/160)
Light, reload 1, misfire 1
Pistol 150g 4g (20) 1d10 piercing 3 lb. (60/240)
Reload 4, misfire 1
Musket 300g 5g (20) 1d12 piercing 10 lb. (120/480)
Two-handed, reload 1, misfire 2
Pepperbox 250g 4g (20) 1d10 piercing 5 lb. (80/320)
Reload 6, misfire 2
Blunderbuss 300g 5g (5) 2d8 piercing 10 lb. (15/60)
Reload 1, misfire 2
Bad News Crafted 10g (5) 2d12 piercing 25 lb. (200/800)
Two-handed, misfire 3, explosive
Hand Mortar Crafted 10g (1) 2d8 fire 10 lb. (30/60)
Reload 1, misfire 3, explosive

Combat Superiority

At 3rd level, you gain a set of combat abilities, referred to as
maneuvers, which are fueled by special dice called superiority
dice.
Superiority Dice.

You have four superiority dice, which are
d8s. A superiority die is expended when you use it. You regain
all your expended superiority dice when you finish a short or
long rest.
You gain another superiority die at 7th level and one more
at 15th level.

Maneuvers.  You spend your superiority dice on your maneuvers. You can use more than one maneuver per turn, but no more than one maneuver per attack.

Saving Throws.

Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects.
The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Dexterity modifier
You know the following maneuvers:


Disarming Attack. When you hit a creature with a firearm attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.


Marksman Shot. When you make an attack with a two-handed firearm against a creature, you can expend one superiority die. This grants you advantage on your attack roll. If you hit, you may roll your superiority die and add the result to the damage of the attack.


Knockdown. When you hit a creature with a firearm attack, you can expend one superiority die to attempt to knock the target down. Roll the die, and add it to the attack’s damage roll. If the target is Large or smaller, it must also succeed on a Strength saving throw or be knocked prone.

Improved Combat Superiority

At 9th level, your superiority dice turn into d10s. At 17th level, they turn into d12s.

Hidden Shooter

At 9th level, you have become expert at staying hidden even after firing. If you were hidden before attacking, any enemy that is 60 feet or further from you has disadvantage on any Perception checks made to spot you until the beginning of your next turn.

Sniper's Mark

At 13th level, you are adept in targeting your enemies. You can innately cast the spell hunter’s mark at 3rd level, the spell’s range for you is 300 feet.
You may use this feature once per short or long rest.

Improved Combat Superiority

At 17th level, your superiority dice turn into d12s.

Killshot

By 17th level, you have become a master marksman and can put a bullet straight into a killzone.
You can spend 1 superiority die before making an attack roll to attempt a kill shot.
On a hit, any target with 100 hit points or fewer must make a Constitution save. The DC is equal to your rogue level.
On a failed save, the target dies immediately; on a successful save, the attack deals normal damage plus the result of your superiority die.
Once you use this ability, you cannot use it again until you finish a short or long rest.
Any creature that is immune to critical hits is unaffected by this ability.

Relentless

Starting at 17th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.

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