Rogue
Base Class: Rogue

This archetype focuses on the ability to design, craft, and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.

Firearm Profiency

Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.

Firearm Properties

Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.

Reload. The weapon can be fired a number of times equal to its Reload score before it must be reloaded as a bonus action or attack. As part of the dash or hide action you can reload without expending a bonus action or attack.

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

Adept Marksman

When you choose this archetype at 3rd level, you learn to target specific points on creatures to disable or damage your opponents using your firearms on applying sneak attack damage.

Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.

You learn an additional two trick shot of your choice at levels 9, 13, and 17. Each time you take an additional level in rogue, you can also replace one trick shot you know with a different one.

Grit. You gain a number of grit points equal to two times your proficiency bonus. You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.

Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:

   Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier

Trick Shots

At level 3 you can select 2 different trick shots. 

Blinding/Deafening Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to disable a target. On a hit, the creature suffers normal damage and must make a Constitution saving throw or be either blinded or deafened. 

Dazing Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.

Disarming Shot

When attacking with a firearm against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the target must succeed on a Strength saving throw against your trick shot DC, or drop one held object of your choice.

Distracting Shot

When attacking with a firearm against a creature, you can expend one grit point to daze your opponent. On a hit, the target will be unable to use any reactions until the end of its next turn. 

Piercing Shot

When you make a firearm attack against a creature or object that is providing cover against you to another creature within 10 feet of it, you may expend one grit point to ignore cover. Expending 1 point ignores half cover, while two are required for full cover. If used on a creature, the initial attack hits, the creature granting cover suffers weapon damage of the same type equal to d6 + your Wisdom modifier. If an object or structure is being used as cover the damage could break the cover.

Ricochet Shot

When attacking with a firearm, you expend a number of grit points equal to your Wisdom modifier (minimum of 1), in order to bounce the shot off the same number of suitable objects or surfaces to attack a creature that is obscured or hidden from you, but which you know the location of. Whether the target benefits from cover is determined by the trajectory of the final ricochet, and the range of the shot is determined by the total distance that must be travelled by the shot to reach your target. This shot does not give away your location if used while hidden but does alert creatures. 

Smokescreen Shot

When attacking with a firearm you can expend one grit point to choose no target and instead produce a ten foot cube of smoke within, the area of which is heavily obscured. The smoke dissipates after a number of rounds equal to your Intelligence modifier (minimum of 1), or when subjected to a wind of at least 10 miles per hour. Consumes three charges of powder.

Violent Shot

When attacking with a firearm against a creature you can expend a number of grit points up to your Wisdom modifier (minimum of 1). For each grit point spent you can replace a die of your sneak attack with your weapon die (minimum d8).

Rapid Repair

Upon reaching 9th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as part of a Hide or Dash action.

Expert Tinkering

Upon reaching 9th level, when making a Tinkerer's check you can double your proficiency bonus for the rolls. Your bullets and guns are now treated as magical weapons. 

Deadeye

Upon reachng 13th level, once per turn, when you take an attack action with a firearm you can add your Intelligence modifier to the damage roll and damage done by firearms now ignores resistance to bludgeoning or piecing damage. 

Ballistics Expert

Once reaching 17th level, as part of the attack action you can now make two trick shots in one attack and does not require sneak attack. 

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