Rogue
Base Class: Rogue

scavengers are one of the most hatted types of adventures to bandits and Briggins, they steal the leftovers from massive battlefields and ruins from long lost city's always looking for something that they can use. most adventure parties avoid these rouges because of their knack to always get the first piece of treasure but those who do welcome them enjoy the roguish wit and the spectacle that is their gun.

 

scavengers knack

when you pick this subclass, you gain proficiency with tinkers' tools and receive a set of tinker's tools, blacksmiths tools, and the knowledge on how to craft the ammo for your hex gun. each time you craft ammo you get a pouch which contains 15 shots for your hex gun. tinkers' tools can be used to add upgrades to your gun after making a dex check, minor upgrades require a dex 14 while major upgrades require a dex 18 check, upgrades can ammo crafting can be done at any time outside of combat so long as you have tinkers' tools.

scavengers' pride

pistol: a six-shot pistol modeled like a revolver with 20ft range, 1d8 pierce damage, requires action to reload/chamber new round/fire, ammo crafting cost 4 iron using blacksmiths tools

single shot rifle: a long-barreled rifle with a 40ft range, 1d10 pierce damage, requires action to reload/fire, ammo crafting cost 5 iron using blacksmiths tools

wrist gun: leather gauntlet that has an underhand firing system: 10ft range, 1d6 pierce damage, requires and action to reload/fire, ammo crafting cost 3 iron with blacksmiths tools

scavengers eye

you gain proficiency in perception. you gain an ability to scavenge items from any city or town, while in a town you can use a d8 to roll for what materials you find listed in the table below.

1: you find a small pouch containing 10gp

2: you find 5 small of wood given out for free by a woodsman

3: you find 5 iron chunks thrown out by the local blacksmith

4: you find 6 leather skins left on a roof

5: you find a small trinket, roll on trinkets table for result

6: you find a 10ft piece of leftover hemp rope

7: you find a lockpick set near the door of a house

8: you find a silver ring near a stable

9: you find a spyglass in a bin behind a shop

10: you find a bag of caltrops

you can use this ability 3 times per day  

minor upgrades

(pistol/wrist gun): blade and black powder. you can create a weapon to use with your firearm, it has the Propeties of finesse and light it has the same damage as your firearm but slashing 

(rifle/wrist gun): crippling shot: you can shoot a creature that cripples them if you make a dex 17 save, they have half movement and disadvantage on all dex saves for 1 minute. (at level 17 the save becomes 15)  

(pistol/rifle): double action. once you have fired you can make a dex 17 save you can fire at the same target without reloading (at level 17 the save becomes 15)

refer to scavenger's knack on how to upgrade your hex gun.

major upgrades

(pistol): dead eye. you gain an ability, as long as you haven't moved you can target up to six creatures that you can see and fire at all of them ignoring the reload property of your hex gun, you can use this ability once per long rest.

(rifle): shrapnel. you gain an ability; you can target a creature with a special round once hit a 15ft cone of iron shards erupt from the targets back any creature in the area takes 2d8 slashing damage and 1d8 piercing. you can use this ability once per long rest.

(Wrist gun): quick reflexes. you gain a new ability, if you are attacked you can use this ability to suffer half the damage you would have and fire your hex gun at the target. you can use this ability half the amount of your dex modifier rounded down. (This does not use reactions.)

refer to scavenger's knack on how to upgrade your hex gun.

 

Previous Versions

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10/18/2022 3:02:02 AM
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