Base Class: Rogue
You believe that bringing a gun to a knife fight is always the way to go. You've focused your training to remove the cumbersome restraints of using ranged weapons in close quarters. Deadly no matter what the distance.
Pistolero
Starting when you choose this archetype at 3rd level, you gain proficiency with Firearms and Tinkers tools. In addition, you gain a +2 bonus to attack rolls you make with ranged weapons and you can reload any firearm as a bonus action.
True Grit
At 3rd level, the heat of close combat drives you to victory. When you make a melee attack as a bonus action, you gain Grit dice. D6 at 3rd level, D8 at 9th, D10 at 13th, and D12 at 17th level. For 1 minute, you can add a Grit die to one attack roll, your AC as a reaction, or to one saving throw. This can be added after seeing the roll, but before knowing the outcome. The maximum amount of Grit dice that can be stored is equal to your Wisdom modifier.
Smoke and Poke
At 3rd level, you have become a formidable duelist with a firearm. Attacking with a ranged weapon at melee range does not impose disadvantage. When you do a melee attack as a bonus action, you can add your ability modifier to the damage of the second attack.
Quickdraw
When you reach 9th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
Smoke Screen
Not every fight can be won head on, sometimes all you need is to regroup. Starting at 13th level, You can take a bonus action to create a 10-foot-radius sphere of smoke centered on yourself until the end of your next turn as you disengage in combat. Creatures in the smoke have disadvantage on all attacks against them. You may use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses of it when you finish a long rest.
Fan the Hammer
Starting 17th Level, as an action, you expend all of your current ammunition as consecutive attacks.
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