Rogue
Base Class: Rogue

Gunfighters are rogues who have mastered firearms as instruments of precision rather than indiscriminate destruction. Where soldiers rely upon volleys and heavy firepower, Gunfighters depend upon timing, movement, deception, and exact placement. They seek the moment when a single shot can decide an encounter, then position themselves so that the opportunity cannot be wasted.

Some Gunfighters are professional duelists, scouts, bounty hunters, covert agents, or urban enforcers. Others are self-taught wanderers who survived their first gunfight through instinct and spent years ensuring they would never again need luck. Their techniques vary, but all Gunfighters understand that a firearm is only as dangerous as the judgment of the person holding it.

Gunfighters often customize their weapons, ammunition, holsters, and fighting styles. A compact pistol concealed beneath a coat, a long-barreled dueling weapon engraved with family heraldry, and a battered service revolver carried through a dozen campaigns can all become extensions of the same deadly discipline.

In combat, a Gunfighter is a ranged skirmisher and precision striker. The subclass rewards accurate firearm attacks, clever positioning, controlled movement, and tactical use of Sneak Attack. Its strongest abilities create additional opportunities to land a decisive shot without allowing unrestricted applications of Sneak Attack.

This revision preserves the original subclass’s firearm proficiency, quick-draw techniques, trick shots, ranged mobility, cover penetration, rapid-fire attacks, and evasive counterattacks while aligning its features with the current Rogue progression of 3rd, 9th, 13th, and 17th level.

Origins in Aetheris

The Gunfighter tradition did not emerge from a single academy. It developed independently wherever firearms became reliable enough to be carried by scouts, spies, officers, duelists, and criminals.

The earliest practitioners were often soldiers or agents who discovered that conventional military firearm drills were poorly suited to infiltration, street fighting, close-quarters combat, and individual duels. They shortened barrels, altered grips, developed specialized holsters, and created methods for firing accurately while moving through unstable or crowded environments.

Several of Aetheris’s firearm manufacturers and weapons guilds contributed to the spread of Gunfighter techniques:

  • The Eisenlauf Rifle Compact emphasizes mechanical reliability, harsh-environment operation, and disciplined marksmanship.
  • The Hushcoil Technical House produces suppressed and covert firearms suited to infiltrators and intelligence agents.
  • Dragoncoil Armory is known for refined mechanisms, balanced construction, and weapons that reward deliberate control.
  • The Coilwright Syndics favor specialized mechanisms, unusual ammunition, and experimental firearm configurations.
  • Brasswake Foundry produces rugged weapons intended for military, maritime, and industrial use.

Gunfighters are also found among border patrols, secret services, criminal organizations, private security companies, bounty offices, merchant escorts, and adventuring bands.

The style remains personal and loosely organized. Most practitioners learn from a mentor, military instructor, gunsmith, dueling society, or veteran field agent rather than from a unified Gunfighter order.

Philosophy and Doctrine

Accuracy Defeats Excess

A Gunfighter does not measure skill by the number of shots fired. One well-placed round is more valuable than an uncontrolled barrage.

Movement Creates Opportunity

Remaining still allows enemies to predict the next shot. A Gunfighter survives by controlling angles, cover, elevation, and distance.

The Weapon Must Be Understood

A firearm is not a wand that produces death on command. Its balance, recoil, ammunition, maintenance, and mechanical limitations must be respected.

Every Shot Has Consequences

A missed blade strike may cut empty air. A missed bullet may pass through a wall, strike a bystander, ignite powder, or reveal a hidden position. Discipline separates a Gunfighter from a reckless killer.

Reputation Is a Weapon

Some Gunfighters cultivate fear, elegance, mystery, or theatrical confidence. An enemy who hesitates at the sight of a familiar holster may already have lost.

Survival Is Not Cowardice

A Gunfighter understands that cover, withdrawal, deception, and patience are legitimate tools. Dying dramatically proves nothing.

Visual Identity

Gunfighters favor clothing and armor that preserve mobility while supporting their equipment.

Common elements include:

  • Reinforced long coats.
  • Cross-draw or shoulder holsters.
  • Ammunition loops and cartridge cases.
  • Fingerless shooting gloves.
  • Protective lenses.
  • Compact cleaning kits.
  • Powder-resistant scarves.
  • Light armor with reinforced firing-side panels.
  • Hidden backup weapons.
  • Customized grips, stocks, sights, and suppressors.

Their movements are economical and deliberate. A Gunfighter may appear relaxed until the instant violence begins, at which point weapon, eye, and target align in one practiced motion.

Some Gunfighters cultivate dramatic presentation, spinning weapons, flourishing coats, or announcing challenges. Others minimize every sound and movement, treating gunplay as an extension of covert tradecraft.

Role in Aetheris

Gunfighters serve as:

  • Bounty hunters.
  • Duelists.
  • Intelligence operatives.
  • Military scouts.
  • Bodyguards.
  • Caravan and skyship security.
  • Urban investigators.
  • Counter-snipers.
  • Criminal enforcers.
  • Resistance fighters.
  • Monster hunters.
  • Private agents of powerful patrons.
  • Specialists in underground or enclosed combat.

Within an adventuring party, the Gunfighter functions primarily as a Striker and Skirmisher. The subclass retains the Rogue’s scouting and infiltration strengths while improving its ability to control ranged engagements.

A Gunfighter is most effective when moving between cover, identifying isolated targets, and applying Sneak Attack through careful positioning rather than sustained volume of fire.

Subclass Integration

Major Polities

Gunfighters can appear in nearly any polity where firearms are available, but their roles differ considerably.

The Helbrann League values disciplined marksmen, border scouts, and covert agents equipped with firearms produced by the Eisenlauf Rifle Compact.

The Shorin Dominion produces highly trained firearm users whose weapons and methods may reflect the refined craftsmanship of Dragoncoil Armory.

The Republic of Aurimundus employs Gunfighters among private security companies, investigators, naval personnel, and adventuring organizations.

The March of Draeven may train Gunfighters as military scouts, commandos, or specialized law-enforcement officers.

The Dominion of Xathrin and Obsidian Hegemony also employ firearm specialists, though their Gunfighters frequently serve as assassins, slave hunters, secret police, or military enforcers.

Organizations and Guilds

Gunfighters may be associated with:

  • Firearm manufacturers and gunsmithing guilds.
  • Military reconnaissance units.
  • Intelligence services.
  • Bounty offices.
  • Dueling societies.
  • Criminal syndicates.
  • Merchant houses.
  • Skyship crews.
  • Anti-slavery organizations.
  • Private investigative agencies.
  • Witch-hunting or monster-hunting orders.

Rivals and Enemies

Common rivals include:

  • Gunslingers who value volume of fire over precision.
  • Military officers who distrust independent operatives.
  • Assassins competing for the same target.
  • Gunsmiths trafficking in unsafe or stolen designs.
  • Criminal groups seeking to monopolize firearm access.
  • Magical traditionalists who regard firearms as crude.
  • Artificers who use unstable weapons without concern for bystanders.
  • Enemy marksmen capable of challenging the Gunfighter at range.

Gunfighter Features

Rogue Level

Features

3rd

Gunfighter Training, Quickdraw Discipline, Gunfighter Techniques

9th

Bullet Ballet

13th

Deadeye Focus

17th

Reaper’s Hour

 

Optional Gunfighter Techniques

The following options can be added to the Gunfighter Techniques list with the DM’s approval.

Concussive Shot

The target must succeed on a Constitution saving throw or be unable to take Bonus Actions until the start of your next turn.

Breaching Shot

The attack deals double damage to nonmagical objects and structures.

If the target is a Construct, add twice the Technique Die to the damage instead of once.

Warning Shot

Instead of adding the Technique Die to damage, choose one creature that can see or hear the attack within 30 feet of the target.

It must succeed on a Wisdom saving throw or become Frightened of you until the start of your next turn.

Smoke Round

The attack produces a 5-foot-radius cloud of smoke centered on the target’s space.

The area is Lightly Obscured until the start of your next turn.

A moderate or stronger wind disperses the smoke early.

Magebreaker Shot

If the target is concentrating on a spell, subtract the number rolled on your Technique Die from the next Constitution saving throw it makes to maintain Concentration before the start of your next turn.

Marking Shot

The shot leaves a visible or magical mark upon the target for 1 minute.

During this time, the target cannot benefit from being Hidden from you, and you have Advantage on Wisdom checks made to track it.

Playing This Subclass

The Gunfighter is designed for players who want a Rogue focused on firearms, mobility, and tactical control rather than static sniping or indiscriminate rapid fire.

Strengths

  • Reliable firearm compatibility with Sneak Attack.
  • Strong close-quarters shooting.
  • Excellent mobility.
  • Flexible control through Gunfighter Techniques.
  • Improved use of cover.
  • Strong attacks against isolated targets.
  • Effective reaction-based repositioning.
  • Powerful late-game firearm tempo.

Weaknesses

  • Dependent upon firearms and ammunition.
  • Vulnerable when disarmed or deprived of equipment.
  • Technique Dice are limited.
  • Most techniques require a successful attack first.
  • Less effective against enemies immune to weapon attacks or physical control.
  • Requires careful management of Bonus Actions and Reactions.
  • Does not gain a second unrestricted Sneak Attack each turn.
  • May struggle in settings where firearm supplies are difficult to obtain.

Tactical Identity

The Gunfighter should avoid remaining in one position unless circumstances strongly favor it.

Use Quickdraw Discipline and Bullet Ballet to change firing angles, avoid melee pressure, and exploit cover.

Use Gunfighter Techniques to solve immediate battlefield problems rather than merely adding damage. Disarm a dangerous enemy, suppress a spellcaster’s Reaction, pin a fleeing target, or provide an ally with an escape route.

At 13th level, use Deadeye Mark against priority targets and Isolated Target to maintain Sneak Attack when allies cannot reach the enemy.

At 17th level, Reaper’s Hour allows you to dominate a critical encounter through additional attacks and free techniques without violating the normal limitation of one Sneak Attack per turn.

Roleplaying This Subclass

Gunfighters often possess strong opinions about preparation, personal discipline, and responsibility.

Some are flamboyant duelists who turn every confrontation into a performance. Others are quiet professionals who clean their weapons before speaking and never draw unless prepared to fire.

Common Gunfighter personalities include:

  • The disciplined professional.
  • The charming outlaw.
  • The obsessive gunsmith.
  • The haunted veteran.
  • The theatrical duelist.
  • The patient bounty hunter.
  • The covert operative.
  • The revolutionary marksman.
  • The frontier lawkeeper.
  • The cold contract killer.

Narrative Tensions

A Gunfighter may struggle with:

  • Whether their weapon is a tool of freedom or oppression.
  • The moral consequences of killing from a distance.
  • Dependence upon weapons produced by questionable guilds.
  • Loyalty to an employer whose orders become increasingly unjust.
  • The temptation to solve every problem through intimidation.
  • The difference between a lawful execution and an assassination.
  • Whether reputation is protecting them or isolating them.
  • Guilt over a missed shot that struck the wrong target.
  • The gradual replacement of skill with increasingly powerful technology.

The Gunfighter’s central roleplaying question is:

Does precision make violence more responsible, or merely more efficient?

Faction and Organization Connections

Eisenlauf Rifle Compact

Gunfighters trained around Eisenlauf weapons tend to emphasize disciplined shooting, mechanical reliability, controlled recoil, and preparedness for enclosed or mountainous environments.

Hushcoil Technical House

Hushcoil-associated Gunfighters often serve as covert agents, infiltrators, intelligence operatives, and silent elimination specialists.

Dragoncoil Armory

Those trained with Dragoncoil weapons often approach gunplay as a refined martial discipline built upon posture, breath, balance, and exact mechanical harmony.

Coilwright Syndics

Coilwright Gunfighters favor experimental ammunition, unusual mechanisms, and specialized trick shots. Their techniques can be highly effective but may require difficult maintenance.

Brasswake Foundry

Brasswake-affiliated Gunfighters often come from naval, industrial, military, or frontier backgrounds. Their weapons are rugged, practical, and built to function under poor conditions.

Intelligence Services

Gunfighters are valued as agents capable of combining surveillance, infiltration, and immediate lethal force.

Bounty Offices

The subclass’s tracking, control, and precision techniques make Gunfighters effective at capturing or eliminating designated targets.

Criminal Syndicates

Criminal organizations employ Gunfighters as enforcers, assassins, escorts, and symbols of authority.

Resistance Movements

A small number of firearms can allow an insurgent group to challenge heavily armored soldiers, monsters, or spellcasters. Gunfighters often become instructors and field leaders within such movements.

Adventure Hooks

  1. The Impossible Bullet

A political leader has been assassinated by a bullet fired from a weapon that has not yet been invented.

  1. The Gunsmith’s Ledger

A murdered gunsmith left behind a coded list identifying every client who purchased a concealed prototype weapon.

  1. The Last Duel

Two legendary Gunfighters intend to settle a decades-old dispute in a crowded city square, and both believe the characters are secretly assisting the other.

  1. The Silent Shipment

A shipment of suppressed Hushcoil weapons has vanished before reaching its intended intelligence unit.

  1. A Name on the Cartridge

The Gunfighter discovers a cartridge engraved with their name inside the weapon of an assassin who claims not to know them.

  1. The Stolen Technique

A criminal organization has begun using a Gunfighter technique known only to the character’s dead mentor.

Notable NPCs

Kritias Neukirch

A Helbranni Rogue and Ranger who once served among the Greypeak Sentinels before becoming a relentless hunter under the Curse of Vengeance.

Kritias combines Gunfighter techniques with the Quietus Mandate, the Long Quiet Verdict, and the Stillwake Repeater. He exemplifies the disciplined, covert, and unforgiving form of the tradition formerly associated with the Way of the Pistolier.

Elira Voss, the Copper Wraith

A former intelligence operative equipped with a suppressed Hushcoil pistol and a collection of false identities.

Elira claims never to have killed anyone who did not first receive an opportunity to surrender, though several governments dispute her definition of an “opportunity.”

Garran Holt, Nine-Cartridge Marshal

A frontier lawkeeper who carries three mismatched revolvers repaired so many times that none retain their original manufacturer’s marks.

Garran is famous for capturing targets alive through disarming, pinning, and ricochet shots rather than simply killing them.

Balance Notes

Intended Role

Primary: Striker
Secondary: Skirmisher and Controller
Situational: Scout and infiltrator

Damage Profile

The Gunfighter retains the normal Rogue damage structure:

  • One primary attack.
  • One application of Sneak Attack per turn.
  • Limited additional attacks at high level.
  • Optional Technique Dice that add modest damage and control.

Reaper’s Volley improves the chance of landing Sneak Attack but does not allow a second automatic Sneak Attack during the same turn.

Survivability

The subclass gains mobility, temporary Cover, and reaction-based movement rather than additional Hit Points or broad damage resistance.

Its defense depends upon positioning and intelligent use of Cunning Action.

Utility

The Gunfighter provides utility through:

  • Firearm maintenance.
  • Control-oriented trick shots.
  • Long-range target tracking.
  • Disarming and pinning.
  • Covering allied movement.
  • Infiltration and scouting.
  • Tool proficiency.
  • Specialized ammunition options.

Resource Economy

  • Technique Dice equal Proficiency Bonus and return on a Short or Long Rest.
  • Returning Fire uses Proficiency Bonus per Long Rest.
  • Deadeye Mark uses Proficiency Bonus per Long Rest.
  • Reaper’s Hour is once per Long Rest.
  • Most mobility depends upon Cunning Action.
  • Counterattacks consume the Rogue’s Reaction.

Comparison to Similar Rogue Subclasses

The Gunfighter occupies territory between an Assassin, Scout, and tactical martial Rogue.

Compared with an Assassin, it offers more consistent combat utility but less dependence upon Surprise.

Compared with a Scout, it has stronger offensive firearm tools but less wilderness specialization.

Compared with a conventional ranged Rogue, it gains superior firearm handling and battlefield control but remains dependent upon ammunition, weapon access, and positioning.

Summary

The Gunfighter transforms the Rogue into a firearm-focused precision skirmisher who controls a fight through quick draws, disciplined movement, specialized shots, and carefully chosen targets.

The subclass excels at placing one decisive shot exactly where it matters, escaping retaliation, and turning firearm combat into a contest of intelligence, timing, and nerve.

“Anyone can pull a trigger. A Gunfighter decides what happens after the shot.”

Gunfighter Training

You have learned to integrate firearms into the precision combat techniques of the Rogue.

You gain proficiency with firearms and the following tools:

  • Tinker’s tools.
  • Smith’s tools.
  • Woodcarver’s tools.

If you already have proficiency with firearms, you instead gain proficiency with one skill of your choice from the Rogue skill list.

Firearm Sneak Attack

A firearm with which you are proficient qualifies for your Sneak Attack, provided it uses Dexterity for its attack and you meet all other requirements of Sneak Attack.

The firearm does not gain the Finesse property and is not treated as a melee weapon.

Field Maintenance

During a Short or Long Rest, you can clean, adjust, and maintain a number of firearms equal to your Proficiency Bonus.

Until your next Long Rest, you have Advantage on any ability check made to clear a malfunction, identify a mechanical problem, or perform routine repairs on one of those weapons.

If your campaign uses firearm misfire rules, the first misfire you roll with each maintained firearm can be cleared without requiring an action, provided the weapon is not destroyed by the malfunction.

Action Type: Passive
Uses: At will; maintenance completed during a rest
Range: Self
Duration: Until your next Long Rest
Scaling: Number of maintained firearms equals your Proficiency Bonus

Quickdraw Discipline

You can draw, fire, and reposition before most enemies have fully recognized the threat.

You can draw or stow a one-handed firearm whenever you make an attack as part of the Attack action. You can do so before or after the attack.

Drawing ammunition from an accessible container as part of reloading does not require a separate object interaction.

First to Fire

When you roll Initiative, you can draw one firearm you are carrying.

During the first round of combat, your walking Speed increases by 10 feet, and Opportunity Attacks against you are made with Disadvantage until the end of your first turn.

Close-Quarters Gunplay

Being within 5 feet of a hostile creature does not impose Disadvantage on your ranged attack rolls made with a one-handed firearm against that creature.

Other sources of Disadvantage apply normally.

Action Type: Passive
Uses: At will
Range: Self
Duration: Continuous; First to Fire lasts through your first turn

Gunfighter Techniques

You learn specialized firearm techniques that trade a portion of your raw damage for control, positioning, or unusual accuracy.

Technique Dice

You have a number of Technique Dice equal to your Proficiency Bonus. Each die is a d6.

You regain all expended Technique Dice when you finish a Short or Long Rest.

Your Technique Die changes as you gain Rogue levels:

Rogue Level

Technique Die

3rd

d6

9th

d8

13th

d10

17th

d12

Technique Save DC

Some techniques require a saving throw.

Technique Save DC = 8 + your Proficiency Bonus + your Dexterity modifier

Using a Technique

You can expend one Technique Die when you hit a creature with a firearm attack.

Unless a technique states otherwise, you add the Technique Die to the attack’s damage and apply its additional effect.

You can use only one Gunfighter Technique on an attack.

You learn three techniques at 3rd level. You learn one additional technique at 9th level and another at 13th level.

Whenever you gain a Rogue level, you may replace one technique you know with another technique available to this subclass.

Disarming Shot

The target must succeed on a Strength saving throw or drop one object of your choice that it is holding.

The object lands in an unoccupied space of your choice within 5 feet of the target.

A creature has Advantage on the saving throw if it holds the object with two hands.

Hamstring Shot

The target must succeed on a Constitution saving throw or have its Speed reduced by 15 feet until the start of your next turn.

If this reduces its Speed to 0, it also cannot take the Dash action during that time.

Pinning Shot

The target must succeed on a Strength saving throw or become pinned to a nearby surface or caught by its clothing or equipment until the start of your next turn.

While pinned, its Speed is 0.

The creature or another creature within its reach can use an action to free it, ending the effect.

A creature that is formless, incorporeal, or not adjacent to a suitable surface is immune to the pinning effect, but still takes the additional damage.

Driving Shot

The target must succeed on a Strength saving throw or be pushed up to 10 feet directly away from you.

A creature more than one size larger than you has Advantage on this saving throw.

Suppressing Shot

The target must succeed on a Wisdom saving throw or be unable to take Reactions until the start of your next turn.

If it fails the save by 5 or more, it also has Disadvantage on its next attack roll before then.

Ricochet Shot

After the attack damages its target, choose a second creature you can see within 10 feet of the original target and within your firearm’s normal range.

The second creature takes damage equal to the number rolled on your Technique Die plus your Dexterity modifier. This damage is the same type dealt by the firearm.

Ricochet Shot cannot apply Sneak Attack or trigger another Gunfighter Technique.

Powderflash Shot

The target must succeed on a Constitution saving throw or be Blinded until the start of your next turn.

A creature that does not rely upon sight is immune to this effect.

Covering Shot

Choose yourself or one creature you can see within 30 feet of the target.

The chosen creature can immediately move up to 10 feet without provoking Opportunity Attacks from the target.

Action Type: Special; triggered on a firearm hit
Uses: Proficiency Bonus Technique Dice per Short or Long Rest
Range: Determined by the firearm
Duration: Varies by technique
Scaling: Technique Die increases at 9th, 13th, and 17th level

Bullet Ballet

You have mastered the rhythm of a moving firefight, slipping between lines of fire while creating new angles of attack.

Mobile Gunplay

Whenever you use Cunning Action to Dash, Disengage, or Hide, choose one of the following benefits:

Rolling Cover

You gain Half Cover until the start of your next turn.

This benefit ends early if you become Incapacitated or if your Speed becomes 0.

Combat Reposition

You can move up to 10 feet immediately before or after the Cunning Action without provoking Opportunity Attacks.

This movement is in addition to any movement granted by Dash.

Steady Hands

You ignore Disadvantage on your next firearm attack caused by firing at long range or while a hostile creature is within 5 feet of you.

This benefit lasts until the end of your current turn.

Evasive Reload

Whenever you expend your Bonus Action to use Cunning Action, you can also perform one reload required by a firearm you are holding.

This reload does not allow you to exceed the weapon’s normal ammunition capacity.

Returning Fire

When a creature you can see misses you with a ranged attack, you can use your Reaction to move up to half your Speed.

This movement does not provoke Opportunity Attacks from the triggering creature.

If you end this movement behind Half Cover or Three-Quarters Cover, you may draw or stow a firearm as part of the Reaction.

You can use Returning Fire a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.

Action Type: Passive and Reaction
Uses: Mobile Gunplay at will; Returning Fire Proficiency Bonus times per Long Rest
Range: Self
Duration: Varies
Scaling: None

Deadeye Focus

Your control of angle, breath, distance, and timing allows you to strike targets others would consider impossible.

Perfect Angle

Your firearm attacks ignore Half Cover and treat Three-Quarters Cover as Half Cover.

In addition, attacking at a firearm’s long range does not impose Disadvantage on your attack roll.

Isolated Target

Once per turn, you can apply Sneak Attack to a firearm attack against a creature even if you do not have Advantage on the attack roll, provided all the following conditions are met:

  • The target is within your firearm’s normal range.
  • No creature other than you is within 5 feet of the target.
  • You do not have Disadvantage on the attack roll.

All other Sneak Attack restrictions still apply.

Deadeye Mark

As a Bonus Action, choose one creature you can see within 120 feet. The target becomes your Deadeye Mark for 1 minute, until it is reduced to 0 Hit Points, or until you mark another creature.

While a creature is marked:

  • You always know its direction while it remains within 1 mile of you and on the same plane.
  • It gains no benefit from being Invisible against your firearm attacks if you can otherwise perceive its location.
  • Once on each of your turns when you miss it with a firearm attack, you can add one roll of your Technique Die to the attack roll, potentially turning the miss into a hit.

You can use Deadeye Mark a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.

Using the Technique Die for Deadeye Mark does not expend a Technique Die.

Action Type: Passive and Bonus Action
Uses: Deadeye Mark Proficiency Bonus times per Long Rest
Range: 120 feet
Duration: 1 minute
Scaling: Uses your current Technique Die

Reaper’s Hour

When battle reaches its decisive instant, you become a blur of controlled movement and precisely placed gunfire.

As a Bonus Action, you enter Reaper’s Hour for 1 minute.

For the duration, you gain the following benefits.

Lightning Draw

At the start of each of your turns, you can draw or stow any number of one-handed firearms you are carrying.

You can also reload one firearm without using an action.

Relentless Technique

The first Gunfighter Technique you use during each of your turns does not expend a Technique Die.

You must still possess at least one unexpended Technique Die to use a technique in this way.

Reaper’s Volley

Once on each of your turns after you take the Attack action and make at least one firearm attack, you can make one additional firearm attack as part of the same action.

This additional attack cannot apply Sneak Attack unless you have not already used Sneak Attack during that turn.

Ghost Shot

Once during Reaper’s Hour, when you deal Sneak Attack damage with a firearm, you can declare the attack a Ghost Shot.

The attack gains the following benefits:

  • The attack ignores all Cover short of Total Cover.
  • The attack ignores Resistance to its damage.
  • The target cannot use a Reaction to reduce, redirect, or cause the attack to miss.
  • After the attack resolves, you become Invisible until the start of your next turn or until you make an attack, deal damage, or force a creature to make a saving throw.

Evasive Countershot

When you use Uncanny Dodge or when Evasion causes you to take no damage from an effect, you can make one firearm attack against the creature responsible for the triggering attack or effect as part of the same Reaction.

You cannot apply Sneak Attack to this countershot if you have already applied Sneak Attack during the current turn.

Once you use Reaper’s Hour, you cannot use it again until you finish a Long Rest.

Action Type: Bonus Action; special attacks and Reaction
Uses: Once per Long Rest
Range: Self
Duration: 1 minute
Scaling: None

Gunfighter Image

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