Rogue
Base Class: Rogue

Gun stuff on Rogue

Making the main thing work

You get proficiency in ranged martial weapons. You get advantage on any attempt to hide Sleight Of Hand(Dex) made to hide a ranged martial weapon.

Firearm Stuff

Firearm Proficiency
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.
Gunsmith
Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
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. These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Quicker Draw
You can also stow a firearm, then draw another firearm as a single object interaction on your turn.

Quickdraw

You add your proficiency bonus to your initiative.

Vicious Intent

The critical range for your ranged weapon attacks increases by 1.

Magic Item go Boom

you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

Reloading and Repairing is a full action

You get Expertise when using your Tinker's Tools

Hemorraging Critical

Upon scoring a critical hit, the creature also takes damage that is half the damage that was done on the end of the creature's next turn.

Previous Versions

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