Rogue
Base Class: Rogue

A deadly marksman who creates great chaos on the battlefield.

Gunslinger's Training

Starting at 3rd level, you learn the basic uses of small firearms. You gain proficiency with Pistols. If firearms aren't allowed in your campaign, all abilities in this subclass that designate use with Pistols can instead be used with Hand Crossbows.

Havoc Ball

Also at 3rd level, you learn to manifest an energy ball that heightens your aim. As a bonus action, you can throw an orb up to 30 feet away at a creature you can see. The creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be cursed for a number of rounds equal to your Wisdom modifier. You have advantage on attack rolls against a cursed creature as long as you attack with a Pistol and you don't have disadvantage on the attack roll. You can throw this orb a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Escapist

At 9th level, you learn how to instinctively get out of tricky situations. When you are hit by an attack roll, you can use your reaction to immediately gain the benefit of the Disengage action. You can then move up to half your movement speed (rounded down to the closest multiple of 5). You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Trigger Finger

Also at 9th level, your mechanical skill with small firearms heightens even further. Any Pistol you wield gains the Light property, as well as the benefits of the Two-Weapon Fighting Fighting Style.

Mirage

Starting at 13th level, you always seem to be clouded in a mirage when you are seen from far away. Attack rolls against you have disadvantage if you are more than 90 feet away from your attacker.

Deus Ex Machina

At 17th level, your abilities with small firearms allows you to quickly unleash a massive barrage of bullets. As an action, choose a number of creatures up to your Wisdom modifier (minimum of 1 creature) that you can see within range of a Pistol you are holding. You must be wielding a separate Pistol in each hand to use this action. Make an attack roll against each target. If it hits, the target takes the regular damage of the attack plus your sneak attack damage. Once you use this action, you can't use it again until you finish a long rest.

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