Base Class: Rogue
Wandering the lands as a drifter is difficult for most. Living on the run, constantly checking tail and always ready to draw your gun. Those that walk the path of the Desperado see only the advantages, the adventure, the thrill, the excitement of quickly aiming your weapon before your foes can react. For these reckless rogues, their firearm is their best companion, they take big risks for even bigger rewards, and the possibility for fame and fortune that is the life of an outlaw is unmatched by everything else.
Gunslinger
Beginning when you choose this archetype at 3rd level, you gain proficiency with firearms and 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.
Whether you use Exandria’s Firearms or those in the Dungeon Master’s guide is your DM’s discretion.
Adept Outlaw
Also at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.
Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below and in the Gunslinger subclass for the Fighter. Many trick shots enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.
You learn an additional trick shot of your choice at 6th, 10th, 14th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
Thrill. You gain a number of thrill points equal to your Charisma modifier. You regain 1 expended thrill point each time you roll a critical hit for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended thrill points after a short or long rest. Thrill points are what powers your Trick Shots.
Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC equals 8 + your proficiency bonus + your Dexterity modifier.
Bullying Shot
You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one thrill point while making a Charisma (Intimidation) check to gain advantage on the roll.
Dazing Shot
When you make a firearm attack against a creature, you can expend one thrill point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
Deadeye Shot
When you make a firearm attack against a creature, you can expend one thrill point to gain advantage on the attack roll.
Disarming Shot
When you make a firearm attack against a creature, you can expend one thrill point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.
Forceful Shot
When you make a firearm attack against a creature, you can expend one thrill point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.
Piercing Shot
When you make a firearm attack against a creature, you can expend one thrill point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.
Violent Shot
When you make a firearm attack against a creature, you can expend one or more thrill points to enhance the volatility of the attack. For each thrill point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.
Winging Shot
When you make a firearm attack against a creature, you can expend one thrill point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
Gunslinger's Swiftness
At 9th level, you have attained more experience as an outlaw. You gain the following benefits:
- You add your Charisma modifier to your initiative.
- You can stow a firearm, then draw another firearm as a single object interaction on your turn.
- You can reload any firearm as a bonus action on your turn.
Deadeye
Starting at 13th level, you have learnt to exploit your foes’ weaknesses like no other. On your first turn after rolling initiative, or on your next turn after reducing a creature to 0 hit points, you gain the following benefits:
- You can make an attack with a firearm you are wielding as a bonus action on your turn.
- Your walking speed increases by 10 feet.
- Your critical hit range is increased by 1 (if you have any features that let you score a critical hit on a 19 or 20 on the d20, you do so on an 18, 19 or 20 instead).
Vicious Critical
By the time you've reached 17th level, your firearm attacks score a critical hit on a roll of 19-20.
In addition, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
4/5/2023 11:29:38 PM
|
6
|
2
|
--
|
Coming Soon
|
|
|
4/24/2023 8:34:29 PM
|
4
|
0
|
--
|
Coming Soon
|
Comments