Rogue
Base Class: Rogue

Gunmasters are rogues who have mastered the art of using firearms to gain an advantage in both combat and covert operations. They excel at smuggling and maintaining various types of firearms, and their keen instincts make them formidable marksmen.

Bonus proficiencies

At 3rd level, when you choose this subclass, you gain proficiency with firearms, including pistols, muskets, and rifles. You also gain proficiency with Tinker's Tools, as you become skilled at maintaining and modifying your firearms.

firearm training

Starting at 3rd level, you can add your Dexterity modifier to attack and damage rolls with firearms. Additionally, you can use your Sneak Attack feature with firearms, as long as the attack meets the criteria for Sneak Attack.

Duel wielding

Starting at 3rd level, when wielding a firearm in both hands, when you take the attack action to fire one of the firearms, you can fire the second as a bonus action.

Precision

Starting at 3rd level, you've honed your aim to be near perfect. Attacks made with a firearm count on crits on a roll of 19 or 20.

Risky shot

Starting at 9th level, You know how to finesse a shot to strike an enemy where it hurts, but not easily. Once per turn, you can take a -5 penalty to an attack made with a firearm. If this attack hits, it deals double the damage.

Evasion Mastery

Beginning at 13th level, you become a master of evading danger. When you take the Dodge action, you can use your reaction to make a single ranged attack with a firearm against a creature within range. You have advantage on this attack roll.

Deadshot

At 17th level, you've honed your marksmanship skills to perfection. Once per turn, when you make an attack with a firearm, you can choose to make it a Deadshot. On a hit, the target takes double damage from the attack. You can use this ability a number of times equal to your Dexterity modifier (minimum of 1), and you regain all expended uses after a long rest.

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