Rogue
Base Class: Rogue

You have devised a way to perfect your hunt of your preferred prey, mages. Utilizing a combination on the the most useful magic of wizards you have begun arcane study and utilize newly blooming technology brought from your homeland, firearms.

Spellcasting

This feature is affected by multiclassing. See the Multiclassing rules for more information.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn three cantrips: [Tooltip Not Found] and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

The Arcane Marksman Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell color spray and have a 1st-level and a 2nd-level spell slot available, you can cast color spray using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the divination and illusion spells on the wizard spell list.

The Spells Known column of the Arcane Marksman Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an divination or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an divination or illusion spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Arcane Marksman Spellcasting

Rogue

Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

3

3

2

4th

3

4

3

5th

3

4

3

6th

3

4

3

7th

3

5

4

2

8th

3

6

4

2

9th

3

6

4

2

10th

4

7

4

3

11th

4

8

4

3

12th

4

8

4

3

13th

4

9

4

3

2

14th

4

10

4

3

2

15th

4

10

4

3

2

16th

4

11

4

3

3

17th

4

11

4

3

3

18th

4

11

4

3

3

19th

4

12

4

3

3

1

20th

4

13

4

3

3

1

 

Gunsmithing

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)
Pistol 150g 4g (20) 1d10 piercing 3 lb. (60/240)
Musket 300g 5g (20) 1d12 piercing 10 lb. (120/480)
Pepperbox 250g 4g (20) 1d10 piercing 5 lb. (80/320)
Blunderbuss 300g 5g (5) 2d8 piercing 10 lb. (15/60)
Bad News Crafted 10g (5) 2d12 piercing 25 lb. (200/800)
Hand Mortar Crafted 10g (1) 2d8 fire 10 lb. (30/60)

Diligence of a Arcane Assaissin

Starting when you choose this archetype at 3rd level, you gain proficiency with arcana, firearms, allowing you to add your proficiency bonus to attacks made with firearms.

Quick Clear

Upon reaching 9th level in this class you learn how to quickly fix a misfired (but not broken) firearm, ejecting the ammunition and resuming normal operation. You can attempt to repair a misfired firearm as a bonus action instead of an action. Additionally, you can spend a spell slot of 1st level or higher as part of that bonus action to automatically succeed on the repair check.

Quick Draw

Upon reaching 9th level in this class you gain the following benefits: You add your Intelligence modifier to your initiative. You can draw or stow two one-handed firearms when you would normally be able to draw or stow only one. You can stow a firearm then draw a different firearm when you would normally be able to draw or stow only one.

 

 

Counter Shot

Upon reaching 13th level in this class you gain the ability to fire a magically charged snapshot when a spell is cast with your range. When a creature you can see begins casting a spell, you can use your reaction to expend a spell slot of 1st level or higher and make one ranged attack with an equipped firearm against that creature if you do not have disadvantage on the attack roll. If the attack hits, the creature must make a special concentration check.The DC is your spell save DC. If the creature fails the check, the attempted spell fizzles with no effect and the spell slot is consumed as normal.

Weave Destabilzation

Upon reaching 17th level in this class you become a master of destabilizing manipulations of the Weave. When you force another creature to make a concentration check to maintain concentration on a spell the minimum DC for the concentration check is equal to your spell save DC. If the creature fails the check they lose concentration on their spell and take force damage equal to 1d10 per level of spell they were concentrating on as the magic of their spell becomes unstable and explodes. Each creature within 5 feet of the target must make a Dexterity saving throw against your spell save DC. A creature takes the same amount of damage as the target on a failed save, or half as much damage on a successful one. A nonmagical object that isn't being worn or carried also takes the damage if it's in the area.

Previous Versions

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