Base Class: Rogue
A specialist in firearms, but evolved in a different direction from modern firearms. The bowguneers combine the great aspects of crossbows and retrofit them with black powder, making unique variations of light and heavy bowgun. They are known for their crowd control methods, allowing them to maneuver dangerous situations without only moving. Some would say the bowguneers come from an old clan of Blacksmoke, which is the origin of Black Powder in the ancient era. With a historic culture of being nomads, these bowguneers set themself up to move to a new stage.
Level 3: Bowgun Specialization
When you reach this level, choose between Light or Heavy specialization. Depending on your choice, you can perform an 8-hour ritual to convert a crossbow (light) or a firearm (heavy) into a bowgun. The bowgun is still considered its original weapon for the purposes of features like Crossbow Expert, and it retains any magical properties its original form has. A bowgun can only be used by a Bowguneer rogue.
- The bowgun replaces its original light/heavy property with the specialization of your choice.
- Its attack range is fixed at 30/60 feet (light) or 60/120 feet (heavy).
- It cannot use magical ammunition other than the ammunition provided by this subclass.
- It ignores the Loading property.
Light Specialization - When you choose the Light Specialization, you gain the ability to fire rapidly. If you hit a creature with a bowgun in your previous turn, you can use your bonus action to make a ranged attack. This additional ranged attack cannot be applied with Sneak Attack and deals a fixed damage equal to your bowguneer level. At the 13th level, this feature is expanded.
Heavy Specialization - When you choose the Heavy Specialization, you gain the ability to charge fire. Your Ready attack action using the bowgun pushes you 15 feet away from the target when you attack. If you start your next turn without using this ready action, you can use your reaction to attack before starting your turn, rolling all damage die at its maximum when used this way. At the 13th level, this feature is expanded.
Level 9: Monstrous Ammunition
You can use the otherwise-unusable monster ammunition, purchased at the local-shop for 500 gp per 10 ammunition. These bullets have different variations.
- Eldritch Bullet: When this ammunition hits a creature, it deals an additional 1d4 necrotic damage. If the attack is a critical hit, the target is grappled until the end of its next turn (DC 15 athletics action to release).
- Giant Bullet: When this ammunition hits a huge or larger creature, it reduces the attack roll, ability check, and saving throw by 1 until the start of your next turn, which can stack.
- Swarm Bullet: When this ammunition deals damage to a creature, the total damage is split into 4 different instances of damage rounded down (example purpose: more concentration checks, breaking Death Ward, increasing death save fail, or triggering Undying Fortitude).
Level 13: Advanced Specialization
This feature upgrades previously chosen specialization.
Advanced Light Specialization - The amount of attacks made from the Light Specialization feature is equal to the number of hits you make in your last turn, to a minimum of 1 and a maximum of 4.
Advanced Heavy Specialization - You can ready a ranged attack with the bowgun against the trigger of a creature targetting you with an attack or spell, but before its effects occur or it makes a roll. This attack can potentially cause the attack or spell to miss and is considered an attack of opportunity. If the creature targetting you was casting a spell against you, it immediately makes a concentration check against the damage, failing its spell upon failing the check.
Level 17: Delivery Gun
When you deal Sneak Attack damage to a creature or an object, you can reduce your sneak attack die and push the target 30 feet away from you. The die removed this way is 0 if the target is small or tiny, 1 if the target is medium, 2 if the target is large, 4 if the target is huge, and 16 if the target is gargantuan. This ability does not work against colossal creatures. If the target is pushed to a creature, object, or wall equal to its size or larger, you gain an advantage to your attacks until the end of your next turn.
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