Rogue
Base Class: Rogue

A class of hunters, you are one of the few. 

Venator Weapons

At 3rd Rogue Level, become Proficient with Firearms, and you may choose from a list of three schematics. These contain instructions on how to craft your firearm. Once crafted, these weapons become Venator Weapons. 

Venator Weapons use crossbows as a framework, and gain the Reload, Misfire, and Jam properties. 

Reload: also known as a firearm's Reload score, refers to the number of times a firearm may be fired before it must be reloaded as an action.

Misfire: when an attack roll is a 1, the shell is expended as if fired. Rolling a number of misfires equal to a firearm's Jam score without cleaning/repairing the weapon will render it damaged and unusable until repairs are made. A Venator Weapon's Jam score decreases by 1 for every day

Repairs are 1/4 the cost of the weapon itself. Cleaning the weapon requires a set of tools with which you are proficient, and can be done over the course of a short rest.

Revolver
To start, you learn how to craft a Revolver

Using a Hand Crossbow as a base, if you have access to a working space, a forge, and 100 Gold worth of iron, you may craft the necessary materials to convert it over the course of a long rest. During which time you gain the effects of a short rest, and you stave off exhaustion.

The revolver has a Reload Score of 6, a misfire Score of 1, and a Jam score of 8. It requires simple ammunition, and 1g worth of Iron, and 1g worth of gunpowder can be used to craft 100 bullets, as long as you have access to a set of tools with which you are proficient. Doing so can be done over the course of a short rest. 

You may also select another weapon to learn how to craft.

Long Gun

Using a Heavy Crossbow as a base, if you have access to a working space, a forge, and 200 Gold worth of iron, you may craft the necessary materials to convert it over the course of a long rest. During which time you gain the effects of a short rest, and you stave off exhaustion.

The Long Gun has a Reload Score of 5, a misfire Score of 1, and a Jam score of 6. It has a range that is double that of the regular Heavy Crossbow (both upper, and lower range). It requires Heavy ammunition, and 1g worth of Iron, and 1g worth of gunpowder can be used to craft 75 bullets, as long as you have access to a set of tools with which you are proficient. Doing so can be done over the course of a short rest. 

Shotgun

Using a Heavy Crossbow as a base, if you have access to a working space, a forge, and 200 Gold worth of iron, you may craft the necessary materials over the course of a long rest. During which time you gain the effects of a short rest, and you stave off exhaustion. It will take another period the length of a long rest to actually convert the Heavy Crossbow into a shotgun.

The Shotgun has a Reload Score of 4, a Misfire Score of 1, and a Jam Score of 10. It also gains the Scattergun Feature, and the range is reduced to 25/35

Scattergun:¹This weapon does not roll to hit, rather the target rolls a Dexterity saving throw with a DC of 12 (plus the wielder's Strength modifier if the weapon is fired within 25 feet of the target). If fired outside of 25 feet, the DC is simply 12. ²The weapon cannot cannot be used for precision aiming, and therefore targets behind partial cover or better roll the saving throw at advantage, and this weapon is unaffected by the [feat]Sharpshooter[/feat] feat, or other, similar effects. ³Targets that are not directly focused on, or facing away from the weapon roll the saving throw at disadvantage. Otherwise, if your attack roll would normally be done with advantage, instead the target's saving throw is rolled at disadvantage. The inverse is also true. 

Also, you must add your Strength Modifier to damage rolls, rather than Dexterity. 

It requires Buckshot ammunition, and 1g worth of Iron, and 1g worth of gunpowder can be used to craft 25 shells, as long as you have access to a set of tools with which you are proficient. Doing so can be done over the course of a short rest. 

Silvered Bullets

You gain the ability to attach a magic item, be it a holy artifact, a cursed object, etc. to your Venator Weapons. This causes them to deal magic damage for the purposes of bypassing resistances. 

"Know Thy Enemy"

You may become familiar enough with your enemies that you almost always have the upper hand against their kind. You will require a large journal, a bottle of ink, and a pen.

When you come across an enemy of a particular race, make a medicine check. Subtract the result from twenty-five, with a minimum of 1. That is how many hours you must spend studying that race, and their physiology to become proficient with them.

You may store one such race in your recent memory at a time, or you may record your findings in your journal. To detail how much of your journal this consumes, roll a d10, and subtract your intelligence modifier. That is the % of that journal that must be used to record your notes. Overflow notes must be recorded in an additional journal.

The result is that you may always use your sneak attack feature against targets of that race, and a roll of 19 or 20 counts as a critical strike against them.

Knowledgeable Hunter

Your knowledge of your targets extends to observed behavior. You now have advantage on your first attack roll made against a target of a race you have researched, as long as that research is within your notes, and your notes are readily available.
Also, you may now store knowledge of two races in your recent memory, and may take a turn (using all actions available to you, but your movement) to recall information detailed in your notes, allowing you to re-select which races you have stored on the fly, once per long rest.

Additionally, you have advantage on Survival checks made to track enemies whose race is in your notes, and may add your intelligence modifier, rather than your wisdom, to checks made to do so.

Lastly, when you make an attack against a target that you remember from your notes (as above), you can attack twice, instead of once, as an Attack action on your turn.

At 13th level, you may store 3 races in your recent memory.

At 17th level, you may reselect the races in recent memory twice per short rest, rather than once per long rest.

Speed Loaders

You gain access to speed loaders. You have a number of them equal to your Intelligence Modifier.

Consuming a speed loader allows you to reload your weapon entirely, when you would normally reload a single round.

You may reload your speed loaders over the course of a short rest.

Punishment

Damaging hits with a Venator weapon which do at least 1/2 of the total possible damage (not including critical hit damage) per individual hit cause the target to take the damage received again at the beginning of their next turn.

Quickdraw

As long as your weapons are on you, your weapons are always in your hands, even when they're in their holsters. Such is the speed with which you draw them.

Additionally, as a reaction, you may take a surprise round at the beginning of combat on any target who rolled lower than you on initiative. This is on top of any surprise rounds you already take.

Once you use this feature, you cannot do so again until you've taken a long rest.

Previous Versions

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