Rogue
Base Class: Rogue

A warrior is typically envisioned to be a person who has studied the art of their weapon to be used to full effect as a result of intense training and dedication. But if that were to be the case, then the Renegade would be accepted as an stereotypical honorable warrior amongst all the well known archetypes. But a Renegade by definition is anything but someone to be honored for their fighting. Rogues of this archetype have learned to utilize one of the most efficient weapons to exist, firearms, to their fullest potential that could rob years of practice and discipline with the simple of a trigger. A Renegade has found ways to customize their weapons to suit them and even found ways to maximize the potency of their shots. Because to a Renegade, if the first shot didn't kill you, then they'll make sure the next one will.

Gunner’s Wit

3rd-level Renegade feature

You gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.

Additionally, you gain 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 (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.

Firearm Upgrade

3rd-level Renegade feature

You can customize your firearm with various upgrades to match your style of gunslinging. When you choose this archetype at 3rd level, pick one Firearm Upgrade from the list below. You gain one additional upgrade at 9th and 17th level.

Blaster

Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with Firearms and when you hit a target within 5-feet of you, you can roll one additional Sneak Attack die when determining the damage the target takes.

Duelist

You can add your Charisma modifier to your initiative and can take the Dodge action as Bonus Action. When you roll initiative, you can use a reaction to draw a firearm and make one ranged attack with it against a target you can see.

Gore

You gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Sniping

Your ranged attacks with Firearms ignore Half Cover and attacking at Long Range doesn’t impose disadvantage on your attack rolls. When you roll damage for a ranged attack roll you hit with a Firearm, you can reroll any 1 or 2 on a damage die.

Troupe

You gain one additional use of Trick Shot and regain all expended uses when you roll initiative. Targets have disadvantage against your Trick Shot DC. Whenever you finish a Short Rest, you can also replace one trick shot you know with a different one.

Volley

When you take the Attack action on your turn and attack with a Firearm, you can make one extra attack as part of the Attack action. You can make this extra attack only once per turn and you don’t add your ability modifier to the extra attack’s damage.

Trick Shots

3rd-level Renegade feature

You learn to perform powerful Trick Shots to disable or damage your opponents using your firearms. You learn an additional trick shot of your choice at 9th, 13th, and 17th level. Whenever you finish a Long Rest, you can also replace one trick shot you know with a different one.

You have a number of uses of trick shots equal to your Charisma modifier (minimum of 1). You regain 1 expended use each time you score a critical hit 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 uses after a short or long rest.

If a trick shots require your targets to make a saving throw to resist the trick shot’s effects, the save DC is 8 + your proficiency bonus + your Charisma modifier

Anxiety Shot

When you hit a target with an attack roll from a Firearm, you can force that target to make a Wisdom saving throw or become Frightened of you until the end of your next. While Frightened, the target has disadvantage on the saving throw it makes to maintain its Concentration, can speak only falteringly, and is Deafened.

Bullying Shot

When you hit a target with an attack roll from a Firearm, you can choose to deal maximum damage with that weapon's damage dice instead of rolling. This damage does not apply to your Sneak Attack dice and cannot be reduced in any way by the target.

Cover Shot

As a Reaction, when an ally within your Firearm's normal range is targeted by an attack roll or spell, the target must succeed on a Dexterity saving throw or have a -5 penalty on that attack roll or spell DC against any target but you until the end of its turn.

Dazing Shot

When you hit a target with an attack roll from a Firearm, the target loses its reaction and must make a Constitution saving throw or on its next turn, it must choose whether it gets a move, an Action, or a Bonus Action; it gets only one of the three.

Deadeye Shot

When you make an attack roll with a Firearm, you can gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Explosive Shot

When you hit a target with an attack roll from a Firearm, you can have everything within 5-feet of the target make a Dexterity saving throw or take a number of d6 of fire damage equal to your proficiency bonus. It ignites flammable objects in the area that aren’t being worn or carried.

Forceful Shot

When you hit a target with an attack roll from a Firearm, the target must succeed on a Strength saving throw or be pushed 20 feet away from you. At the start of the target's turn, it cannot benefit from its Strength or Dexterity ability modifier until the end of its turn.

Injuring Shot

When you hit a target with an attack roll from a Firearm, you can force a target to make a Constitution saving throw or take an additional 1d8 damage at the start of each of its turns unless the target uses an Action, Bonus Action, or Reaction to end the effect.

Lingering Shot

When you hit a target with an attack roll from a Firearm, you can force a target to make a Strength saving throw or the target’s speed is halved. While its speed is reduced in this way, Attacks of Opportunity are made with advantage against the target and it can’t make more than one attack on its turn.

Piercing Shot

When you hit a target with an attack roll from a Firearm, you can choose to deal damage equal to the ability modifier you used to make the attack roll to every target in a line directly behind the target you hit within your Firearm's normal range. This damage is the same type dealt by the weapon.

Ricochet Shot

When you hit a target with an attack roll from a Firearm, you can choose another target within 20 feet of the target you hit to take damage equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon. You may select a new different target to apply the same effect on in range of the last damaged target provided you subtract the range of this ability by 5 feet each time.

Violent Shot

As a Reaction, when you are damaged by a target that is within your weapons normal range, you can choose to make a single ranged attack roll against that target with a Firearm you have equipped. This attack cannot benefit from Sneak Attack.

Cunning Marksman

9th-level Renegade feature

You learn to exploit a foe’s weak spots, even if they appear to have none. The damage dealt by your firearm ignores resistances and immunities. 

Additionally, you have learned to adapt to handling grievous injuries. As a Bonus action, you can expend a number of your Hit Dice equal to your proficiency bonus and regain a number of Hit Points equal to the roll.

Killing Blow

13th-level Renegade feature

You make sure your shots are lethal. Your attack rolls made with firearms score a critical hit on a roll of 18-20 and you automatically score a critical hit on Stunned or Suprised targets. Whenever you score a critical hit with a Firearm, the target takes extra damage equal to your Rogue level.

Master Gunman

17th-level Renegade feature

You learn to use the full volatile force of your firearm, becoming so precise and calculated that you are able to take out enemies in a single shot. Once per combat, you can use your Action to make one ranged attack roll with a Firearm against a target that is a CR lower than half your Rogue level (round down). On a hit, you reduce the target to 0 hit points.

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