Base Class: Rogue
One would think that the words "stealth" and "guns" are two things that should never be in the same sentence. One would be wrong.
These skillful Rogues have mastered the ability to combine stealth and bullets, allowing for unmatched accuracy and swift, distant takedowns. Those found on the far end of a Hired Gun's barrel often find themselves with a hole placed cleanly through the skull- or foot- or wherever they want to shoot, honestly. They have a gun.
"With a thousand lies and a good disguise, shoot 'em right between the eyes."
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Bullet from the Shadows
You've learned to keep your presence hidden whilst firing your weapon. Whenever making an attack roll against an enemy while in Stealth, granted you are behind at least Half Cover, the attacked creature must make a DC 14 Perception Check. If they fail, you go unnoticed.
Level 3: Martial Shots
Starting at 3rd Level, Hired Guns gain usage of "Martial Shots". Using their knowledge in gun use, they can use these shots to change the tides of battle. Only one Martial Shot can be used per any single attack, and only one can be used per turn. You gain 2 shots at Level 3, and an additional shot at Levels 5, 7, 13, and 17 respectively.
(For example, You can use Disarming shot and Feint Shot in the same turn, but you can't use Disarming Shot and Disarming Shot in the same turn.)
Disarming Shot
When firing your gun, you may attempt to fire at the creature's weapon, attempting to disarm it. When doing so, the creature must make a DC 12 Strength or Dexterity Saving Throw (their choice). On a fail, the creature takes 1d4 Force Damage and their weapon is knocked out of their hands, landing at their feet.
This feature does not work if the weapon the creature is holding is physically attached to said creature.
Distant Shot
When using this shot, you may choose to sacrifice accuracy for distance. When making an attack roll with this shot, roll with disadvantage, but double the range of your firearm.
Feint Shot
When firing at a creature, you may choose to intentionally miss. Upon doing so, the next attack that creature makes is made at disadvantage.
Gambling Shot
You may use the tides of chance to grant you either Advantage or Disadvantage on an attack roll. Before rolling to attack, roll 1d4- on an odd number, gain advantage on the attack roll, on an even number, gain disadvantage on the attack roll. Using this ability does not apply double advantage or disadvantage, but it can be used to cancel out advantage or disadvantage.
Hip-Fire Shot
As a reaction, you may attempt to fire quickly at a creature of your choice, sacrificing accuracy for speed and damage. Make an attack roll with a firearm and subtract 5 from that attack roll. When successfully hitting a creature, add an additional 1d6 Piercing damage.
Piercing Shot
When making an attack roll, you can shoot in such a way that puts a spin on your bullet, allowing your bullet to pierce through your foes. Upon landing an attack, starting from the first enemy it hits, the bullet flies in a line through the enemy until reaching the maximum of your weapon's range (for example, a 30ft line through the enemy). Calculate the damage for the first enemy; the first enemy takes the damage you rolled, and each enemy that is hit after the first one subtracts the damage by 4 until the damage is 0.
Point-blank Shot
When using this shot, granted you are within 5 feet of a creature, you may choose to ignore the disadvantage from firing at close-range. You may only do this once per turn, with one attack.
Powered Shot
Once per turn, you may choose to aim in a way that puts more power behind your shot. When making an attack roll, if you hit, the shot deals an extra 2d4 Piercing damage.
Steady Shot
When firing at a creature, you may choose to use this shot to grant yourself enhanced accuracy. When using this shot, make an attack roll, and add +3 to that roll. Upon hitting a creature, deal an extra 1d4 Piercing Damage.
Level 9: Full-Metal Volley
You may choose to unleash all of your ammo at an opponent at the expense of your accuracy. Make 6 attack rolls, all at Disadvantage. Each shot that hits deals an extra 1d4 Piercing damage, and each shot that misses causes you to take 1d4 Force damage. Using this ability uses up your action and bonus action, as you need to take the time to reload your firearm.
You can use this ability a number of times per long rest equal to your proficiency bonus.
Exploitative Bullet
When dealing a decisive blow to a creature you're attacking, you grant you or your allies an opening to strike. Whenever you roll damage against a creature, when you roll max damage on your weapon's base damage dice, the next attack made against that creature is made at advantage.
You may choose to fore-go this advantage if you wish.
Level 17: Master Marksman
Your continued use with a firearm has granted you mastery in its use. Each time you land an attack with a firearm, the target takes extra Piercing damage equal to your Proficiency Bonus + Half of your level. Additionally, you can use up to 2 Martial Shots per attack.
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Posted Feb 19, 2025Adjusted "Piercing Shot" to be a little more balanced at lower levels.