Base Class: Rogue
You are not one for conventional rules and act as you will. Most that look at you see a smirk, unknowing that you can catch them unaware at any time. As a result of you disregarding conventions, your tools are the relatively unknown firearms that have recently been developed. With training and knowledge you are able to modify them and add what appears to be magic to their properties, if but for a short period of time.
| Firearm | Cost | Weight | Damage | Range | Properties | Ammo | ||||
| Derringer | 50g | 1 lb | 1d6 piercing | 20/80 | Light, Reload 1, Misfire 1, Modify 10 | 2g (10) | ||||
| Pepperbox | 100g | 5 lb | 1d8 piercing | 30/120 | Reload 3, Misfire 3, Modify 14 | 4g (5) | ||||
| Pistol | 150g | 3 lb | 1d10 piercing | 30/120 | Reload 1, Misfire 1, Modify 10 | 5g (5) | ||||
| Revolver | 250g | 3 lb | 1d8 piercing | 50/200 | Reload 6, Misfire 3, Modify 14 | 4g (6) | ||||
| Musket | 250g | 10 lb | 2d6 piercing | 50/200 | Two-handed, Reload 1, Misfire 1, Modify 10 | 5g (5) | ||||
| Rifle | 300g | 10 lb | 1d8 piercing | 80/320 | Two-handed, Reload 4, Misfire 3, Modify 14 | 4g (6) | ||||
| Blunderbuss | 300g | 8 lb | 2d8 piercing | 20/80 | Two-handed, Reload 1, Misfire 2, Modify 12 | 10g (5) | ||||
| Dragoon | 250g | 6 lb | 2d10 piercing | 10/40 | Reload 1, Misfire 2, Modify 12 | 10g (5) | ||||
| Reload | The weapon can be fired a number of times equal to its Reload score before you must spend 1 action to reload. You must have one free hand to reload a firearm. | |||||||||
| 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 above next to the price. | |||||||||
| 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 against the weapon's modify score. If the check fails the weapon is broken and will need to be rebuilt at half the cost of the weapon. | |||||||||
| Modify | This is the degree of difficulty to make a small repairs and alter the weapon's properties. | |||||||||
Firearm Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
No Quarter Given
When combat begins, at the expense of your sneak attack you can make an attack even if you are surprised. If you roll a 20 on the dice, you can add your sneak attack damage to the attack.
Extra Attack
Beginning at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Elemental Strike
Starting at 13th level, on your turn spend 1 attack and you can modify a firearm for your second attack. You can modify each firearm up to 3 times before you will need to repair it. To repair the weapon, if you are proficient with Tinker's tools, roll against the weapon's modify score. If you match or beat the score, you repaired the weapon. If the roll fails, the weapon can be used but you must roll a DC 10 on each attack roll with the weapon. If the roll fails, the weapon jams and must be rebuilt.
When you modify the weapon, you can add 1 of the following effects to the weapon:
Cold Strike - You release a cone of cold within 15ft, freezing the ground. The ground is treated a difficult terrain and is frozen for 1 minute. Roll a ranged attack roll against all creatures within 15ft cone dealing 1d8 cold damage on hit. Any creature hit has their speed reduced by 10ft until the end of their next turn.
Fire Strike - You fire a ball of fire to a range of 30ft. Choose a point you can see within 30ft, all creatures within 10ft of the chosen point must make a Dexterity saving throw, DC 15. On failure creatures take 3d6 fire damage. Any object that is flammable is caught on fire. On success, they only take half damage and flammable objects on them are not on fire.
Lightning Strike - You shoot a line of lightning to a distance of 60ft. Make a ranged attack against a creature you can see within 60ft, on hit add 1d8 lightning damage to your attack. The creature is stunned until the end of its next turn.
Elemental Blast
Starting at level 17, you can use a bonus action to modify a firearm for a strike or a blast. If you use the Elemental Strike option, it will last for 2 attacks instead of 1. However, you can instead modify the firearm to make an Elemental Blast for 1 attack.
Cold Blast - You release a cone of cold within 15ft, freezing the ground. The ground is treated a difficult terrain and is frozen for 1 minute. Roll a ranged attack roll against all creatures within 15ft cone dealing 2d8 cold damage on hit. Any creature hit has their speed reduced by 10ft until the end of their next turn.
Fire Blast - You fire a ball of fire to a range of 30ft. Choose a point you can see within 30ft, all creatures within 10ft of the chosen point must make a Dexterity saving throw, DC 15. On failure creatures take 6d6 fire damage. Any object that is flammable is caught on fire. On success, they only take half damage and flammable objects on them are not on fire.
Lightning Blast - You shoot a line of lightning to a distance of 60ft. Make a ranged attack against a creature you can see within 60ft, on hit add 1d8 lightning damage to your attack. The creature is stunned until the end of its next turn.
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