Base Class: Rogue
A subclass of rogue that focuses on firearm use, with emphasis on long range takedowns. In addition ,they are able to modify their firearms for greater efficacy, perform death strikes, and repair their weapons' jams in the blink of an eye
Experienced Gunsmith
When you choose this archetype at 3rd level, you gain proficiency with smith's tools, firearms and tinker's tools. Additionally, you may choose Smith's Tools or Tinker's tools to gain expertise with and when using that said tool, costs, and time using that tool to craft something are reduced by half.
Additionally, you make craft new attachments to increase the efficacy of your firearms, personalizing each weapon as your very own. You may add additional attachments equal to your Strength modifier, minimum of 1, with any excess causing disadvantage on attacks made with said firearm. Example attachments given below:
Smith''s Tools
Through your experience working with guns you have become an expert in either forging parts for them or making small adjustments to maximize efficiency, choose expertise in either Smith's tools or Tinker's Tools
Tinker's Tools
Twice Prof in Tinker's Tools
Trained Eye
At 3rd Level, You have trained your eyes in the darkness. If you do not have darkvision, you can see up to 60-ft at night as if in dim light. if you have darkvision, you can see clearly in darkness/night as if it was day, up to 120-ft unless it is Magical Darkness.
You also gain an excellent, pinpoint vision which allows you to see out to a half-mile with enough clarity to read the cover of a book at that distance. (Note: This bonus only applies to those without darkvision ONLY during the day.)
Infiltration Expertise
Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.
Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.
Experienced Aim
At the 3rd level, With experience and practice, You no longer suffer a disadvantage on ranged attacks due to range. You also gain an additional way to use your sneak attack: You don't need to have the advantage to use your sneak attack no longer so long as enemies are not within 5ft of you, you forgo your movement for the turn, and aren't attacking at a disadvantage. All the other rules of Sneak Attack still apply to you.
Impostor
At 13th level, you gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms.
Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
Death Strike
Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
Comments