Rogue
Base Class: Rogue

Pirate
You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages. Now, you've become a feared pirate in your own right. You have indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Bloodshed and the pursuit of treasure are no strangers to you, and you've garnered a somewhat unsavoury reputation in many a port town.

Bonus Proficiencies & Items
As a Pirate, you gain proficiencies with firearms, allowing you to add your proficiency bonus to attacks made with firearms.


Variant Proficiencies: Gunsmith
At the DM's discretion, you may also have proficiency with Tinker's Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones. Some extremely experimental and intricate firearm

The Black Spot

When you choose this archetype at 3rd level, you keep a keen eye on enemies around you. The Black Spot is a mark of death. Using your bonus action you can mark 1 creature within line of sight. The creature is then marked until either you or your enemy's hit points drop to 0, or you mark another creature out. While in effect, you can use Black Spot abilities against the creature you marked.

Powder Monkey

At 3rd level, you can use your Cunning Action to reload any firearm.

Overwatch (Black Spot)

Starting at 3rd level, you can use your reaction to attack a Black Spot Marked enemy. If a creature within your firearms range moves within 5 feet of you or an ally and makes a weapon attack, or casts a spell, you can use your reaction to make an attack against them. This attack is made with disadvantage.

Deadeye (Black Spot)

The Black Spot
The abilities below can only be used with an enemy that is marked using The Black Spot.

At 3rd level, you may spend half of your total Sneak Attack dice (rounded up) to instead give yourself advantage on the next attack roll you make with a firearm against your target. Additionally, you gain proficiency in Dexterity (Sleight of Hand) checks involving your firearm. You can stow or draw a firearm as a free action once per round.

Chain Shot (Black Spot)

Black Spot Abilities
The abilities below can only be used with an enemy that is marked using The Black Spot.

At 3rd level, you can craft Chain Shot ammunition to fire at a creature, stopping them in their tracks. The target must make a Dexterity save, against DC {{savedc:dex}}. On a failed save, their movement speed is reduced to zero until the end of their next turn. On a successful save, there is no effect.

ALT

At 3rd level, you can craft Chain Shot ammunition to fire at a creature, stopping them in their tracks. Upon a hit, the target must make a Dexterity save, against DC {{savedc:dex}}. On a failed save, the target is restrained until the end of their next turn. On a successful save, there is no effect.

Rapid Repair

Upon reaching 9th level, you learn how to quickly attempt to fix a jammed gun. You can use your bonus action to attempt to repair a misfired (but not broken) gun.

Extra Attack

At 9th level you gain an extra attack, allowing you to attack twice instead of once, whenever you take the attack action.

Fire in the Hole (Black Spot)

Black Spot Abilities
The abilities below can only be used with an enemy that is marked using The Black Spot.

At 9th level, when you make an attack with your firearm against your target, you can increase the volatility of your next shot to increase the damage dealt. While rolling to hit with a firearm, you may choose to increase the damage of the shot by adding 1 or more additional damage die, however you must increase the misfire score by +4 for each additional damage die. You can only use this feature once per turn.

Cunning Savant

Cunning Savant
At 13th level, you can expend your ammo to use the following abilities.

Cauterize You sprinkle powder onto a wound and spark it into a quick burn to stop allies from bleeding out. You can spend one round of ammunition to gain proficiency in Medicine checks when stabilising downed allies.

Brightpowder You can mix your gunpowder with a special mixture to make it flare brightly. You spend 1 minute using this mixture to create a light source, spreading light as if it were a torch lasting for 1 hour. Alternatively, as an action, you can fire this powder as a flare that shoots high up in the air, creating 30 feet of bright light from a point within the weapon's range that lasts for 1 minute.

Scurvy Rounds 
Crafted Rounds Cunning Pirates learn to create devious ammunition to take down their opponents. Make a Tinker's tools check to see how many Scurvy Rounds you create (DMs Discretion). These rounds replace the normal damage type with damage from the table below. You can do this once per short rest or three times per long rest.

Scurvy Rounds
| Damage Type | Material |
| Acid          | Adder's Venom Sac |
| Cold          | Spearmint, Mana Potion (drop of)|
| Fire           | Phosphorus, Mana Potion (drop of)|
| Lightning | Quartz|
| Necrotic   | Bone Dust, Mana Potion (drop of)|
| Poison      | Thorn of a Poisonous Plant, Iron Filings|
| Psychic    | Mercury|
| Radiant     | Holy Water, Silver Filings|
| Thunder   | Obsidian|

Dread Infamy

At 17th level, your attacks with firearms count as a critical hit on a roll of 19-20. Additionally, your Misfire score is reduced by 1.

Give No Quarter

At 17th level, you can use an action to expend all the ammo currently in your firearms to fire at your target in one full barrage, adding 1d6 piercing damage per ammo expended. You must use an action each to reload the firearm afterward.