Rogue
Base Class: Rogue

A group of rogues have shirked the normal perception that firearms and explosives have no place in the possession of stealth operative.

Ballistics

3rd-level Ballistic feature

You harbor a wellspring of ballistic devices on your person. These devices are represented by your Ballistic dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various ballistic devices you have, which are detailed below.

Some of your devices expend the Ballistic die they use, as specified in a device’s description, and you can’t use a device if it requires you to use a die when your dice are all expended. You regain all your expended Ballistic dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Ballistic die, but you can’t do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Ballistic dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Ballistic dice.

Flashbang. When you are in need of a distraction, whether to escape or to catch an enemy unaware, you may, as an action, expend a Ballistic die and throw a flashbang. Anyone caught in the blast must succeed on a Dexterity save. Those who fail are blinded until the end of your next turn, and if their total is less than or equal to a roll of your Ballistic die + your Intelligence modifier then they are stunned as long as they are blinded this way.

Fragmentation Grenade. When you find yourself in the presence of multiple hostiles, you may need a less subtle solution. In those cases you use a fragmentation or frag grenade. As an action, you expend a number of Ballistic dice up to your proficiency and throw this grenade and all creatures in its area must roll a Dexterity save. On a failure they each take piercing damage equal to the result of the Ballistic dice roll + your Intelligence modifier or half the damage on a success.

Breaching Charge. At times even the greatest infiltration experts need to rely on brute force in the face of overwhelming defenses. When picking a lock or trying to break down a door you may expend and roll a Ballistic die and add it to the total. If this results in a success, creatures  and items caught in the area must pass a Dexterity save or take thunder damage equal to your roll on the Ballistic die. Damage taken by objects is doubled including the door and lock and the sound can be heard out to 100ft.

The are of these devices is a 10ft sphere, except the breaching charge which is a 10ft cone. The save is equal to 8 + your proficiency + your Intelligence modifier. The first time you use a device after each long rest, you expend one less Ballistic die. 

 

Ballistics Expert

3rd-level Ballistic feature

You have learned the intricacies of ballistic combat. You gain proficiency with firearms and tinker’s tools.

Gun Ops

9th-level Ballistic feature

Your Ballistic knowledge now applies to your firearms in the following ways:

Bomb and Bullet. If you use your action to use a Ballistic Device then you can take an Attack with a firearm as a bonus action.

Tracer Shot. You can expend a Ballistic die when you roll an Attack with a firearm to fire a tracer at your target. If it hits, the target takes no damage and for the next 24 hrs you can tell the direction and distance of the target. The target must succeed on a Investigation check of {{scalevalue}} + 10.

Detonate Tracer

13th-level Ballistic feature

You have found a way to increase the potency of your devices. The area of effect of all your devices is doubled. As well, you can choose to detonate a tracer that is on a target. As a bonus action, you may expend a Ballistic die to deal 2 Ballistic die of Force damage to the target, destroying the tracer.

 

Explosive Ammo

17th-level Ballistic feature

You can now deliver your devices in the form of ammunition for your firearm. You deal damage as normal and then the device detonates. The target hit by the shot has disadvantage on the save.

Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a Ballistic die to use it again.

Previous Versions

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5/7/2022 10:41:38 PM
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