Rogue
Base Class: Rogue

Many rogues use the silence and the shadows as his constant allies. Others, however, prefer to show their abilities in bombastic and impressive displays of marksmanship using the new technology of gunpowder. Abdicating the discretion in their attacks, these rogues rely on the damage of their firearms and in the shock of their enemies when they pull the trigger. Being a new technology, their weapons are as unpredictable as destructive, and these rogues know this, compensating with style, wit and inventiveness.

Gunsmith

Upon choosing this archetype with 3rd level, you gain proficiency with Tinker’s Tools and firearms. You may use the tools to craft ammunition, repair misfired firearms, or even draft and create new kinds of mechanical weapons. Furthermore you can use your Cunning Action bonus action to now try to repair or reload a firearm you are wielding.

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)
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)
Hand Mortar Crafted 10g (1) 2d8 fire 10 lb. (30/60)

Called Shot

Starting at the 3rd level, you honed your aim to fire off targeted shots to disable an opponent. Whenever you are able to use Sneak Attack, you can renounce your Sneak Attack damage before making an attack roll to target a specific location on the target’s body. If the specified part cannot be seen, or the target lacks the part in question, only normal damage is suffered with no additional effect. If you roll a critical hit while using a Called Shot, you get to use all your Sneak Attack dice as normal.

Eyes. On a hit, the target takes normal damage and is blinded until the end of their next turn.

Head. On a hit, the target takes normal damage and loses concentration on an active spell or ability that uses it.

Hands. On a hit, the target takes normal damage and must drop 1 held object item of your choice 10 ft. away from you.

Torso. On a hit, the target takes normal damage and is pushed up to 10 ft. directly away from you.

Legs. On a hit, the target takes normal damage and gets knocked prone.

Ten Paces

When you reach 9th level, you become well versed into the art of quick gunplay and swift duels. You add your proficiency bonus to your initiative checks and whenever you start your turn within 5 ft. of a hostile creature, you can move up to 10 ft. away without provoking opportunity attacks as a free action.

Grim Swagger

By 13th level, you learn how to use the presence of your firearm and bravado to intimate foes and potential enemies. As an action, make a Charisma (Intimidation) or Charisma (Deception) contested by a Wisdom (Insight) of every creature of your choice within 30 ft. of you. If you succeed, the chosen targets become frightened of you for 1 minute. The target can end this effect by using an action to make another contested check against you. Either way the targets become immune to this ability for 10 minutes afterwards.

 

Hemorrhaging Shot

At 17th level, your firearm attacks score a critical hit on a roll of 18-20. Furthermore, whenever you score a critical hit on an attack with a firearm, the target additionally suffers damage equal to a roll of your Sneak Attack dice at the end of its next turn.

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