Rogue
Base Class: Rogue

Fighters seem to get all the love when it comes to wielding guns. But fighters are to loud, always going in just to try and blow everything up. Rogues that train themselves in the mastery of gunwhipping are very fast and brash killers that still find ways to stay quiet and hidden while doing it.

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.

 

Potshot

Beginning at 3rd level, Sneak Attack can be applied to firearms you use. You can also dual-wield firearms that are one handed and don’t have the heavy property.

Also, whenever you attack with two different firearms on the same turn you can add your Sneak Attack damage to the second attack, even if you don’t have advantage on the attack

Quickdraw

When you reach 9th level, you add your proficiency bonus to your initiative. You can also stow up to two firearms, then draw up to two more firearms as a bonus action on your turn.

Silencer

Starting at 13th level, when you are hidden from a creature and miss it with a weapon attack using a firearm, making the attack doesn’t reveal your position.

Also, when you are hidden from a creature and hit it with a weapon attack using a firearm, the creature must make a Wisdom (Perception) check with advantage contested by a Dexterity (Stealth) check from you. If the creature fails the check, your position is not revealed.

Barrel Melter

Upon reaching 17th level, your precision with firearms is legendary. Twice per long rest when you hit a creature with a ranged weapon attack using a firearm, as a reaction, you can force the target to make a Constitution saving throw (DC 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the target drops to 0 hit points if it has fewer than 50 hit points (this can be done after calculating the weapon damage).  On a successful save they take an extra 6d6 of the weapons damage instead.

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