Rogue
Base Class: Rogue

This archetype focuses on the ability to design, craft, and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.

Should this path of powder, fire, and metal call to you, keep your wits about you, hold on to your convictions as a rogue, and let skill meet luck to guide your bullets to strike true.

Firearm Proficiency

Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.

Gunsmith

Upon choosing this archetype at 3rd level, 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.

You also gain a +2 chance to hit with ranged attacks. 

 

Firearm Properties

Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.

Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score or default Natural 1, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score or default DC of 10). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

Attachment Specialist

At level 3, you've mastered the engineering side of your weapons and have learned how to fashion attachments to your weapons to give you the edge needed in combat.

Starting at level 3, you may choose (one) attachment to fashion to each weapon for which you are proficient with. 

You may select an additional attachment at the following levels (3 and 9). 

Barrel Compensator

This attachment reduces the firearm recoil by 50% granting a +5 to attack rolls. This comes at a cost, emitting a thunderous boom audible out to 300 feet. 

This attachment cannot be used with the Silencer attachment, you may only choose one or the other for the same weapon. 

Laser Sights

You attach a scope to your weapon gaining a +1 chance to hit and damage to the attack. 

Silencer

You can attach the Silencer on your weapon to make your shots virtually unheard. You can roll a Dexterity Stealth check with advantage, to see if your shot was heard or not in the immediate surrounding area.  Anything outside of your weapons short range cannot hear the shot and is not aware of the shot having been fired.

This attachment cannot be used with the Barrel Compensator attachment, you may only choose one or the other for the same weapon. 

Sling

When you attach a sling to your firearm, you gain advantage on disarming attacks made against you. If you do happen to be disarmed it only takes a bonus action to pick up your weapon.

You may only have one weapon with a sling on it at a time. 

Double Shot

When you reach 9th level, you master the art of the Double Shot.

When you take the Attack action on your turn, you can use a bonus action to use a Double Shot charge to grant you a second attack that round.  

You can use this feature 2 times. You regain all expended uses when you finish a short or long rest.

 

 

Rapid Repair

Upon reaching 13th level, you learn how to quickly attempt to fix a jammed gun. You can use your bonus action and attempt to repair a misfired (but not broken) firearm.

Critical Wounding

Upon reaching 17th level, whenever you score a critical hit on an attack with a firearm, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls and reduces the speed of the target by 10 feet until the start of your next turn. 

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