Base Class: Rogue
You focus your brainpower towards tinkering with your arrows or bolts. Due to this, you are ready for almost any situation with arrows and bolts to slow, burn, poison, blind, and weaken the poor souls that find themselves in the crosshairs of your weapon. With the right aim and the right bolt or arrow, this archetype of rogue will have a solution to every problem, and a problem to serve up for every enemy.
Tool Expert
At 3rd level, you have spent a lot of time working with your hands, specifically on bolts, arrows, and weapons in general.
When you choose this archetype at 3rd level, you gain expertise in tinkerer's tools, and proficiency in smith's tools.
Trick Shot
At 3rd level, you have designed and built a variety of different types of arrows and bolts. When you gain this feature, you learn to craft 4 different types of trick shot options of your choice (see "Trick Shot Options" below).
Once per turn you can fire one of these shots from a shortbow, hand crossbow, or light crossbow as a bonus action. This shot will not gain the normal damage from that weapon, but instead will only have the effects listed in the shot description. If the shot targets a specific creature, you must roll to see if it hits using your normal weapon modifiers. You must decide on which shot you are using before you roll to hit the target. Sneak attack cannot be used on these shots. You can use this ability an amount of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.
You gain 2 more additional trick shot options of your choice when you reach certain levels in this class: 9th, 13th, and 17th level. Some of the options also improve when you become a 9th, 13th, and 17th level rogue.
Quick Tinker
At 9th level, you have mastered your own designs, and know them inside and out. Due to this it does not take long for you to put together some of your shot designs and build what can serve as a functioning shot.
Once per day when you finish a short rest you can recover 2 uses of your Trick Shot feature.
Clean Shots
At 13th level, you want to make each shot count, and let none of your arrows go to waste. You have tinkered with, and practiced with your weapon for many hours, making sure that when you need to land your shots, you can. Whether this be with an attachment to your bow, or a never missing eye, your Trick Shots will find their mark.
Twice per long rest, you can choose to fire your Trick Shot at advantage. This must be decided before you roll to hit.
This feature cannot be used on shots that do not involve an attack roll.
Amplified Shots
At 17th level, you have learned to make some of your shots pack a little more punch than the rest. These shots are not to be taken lightly and should be used when the moment is right.
Once per long rest you can make one of your shots an Amplified Shots. This has to be decided before rolling to hit if the shot requires an attack roll. An Amplified Shot has the following effects:
- You have advantage on the attack roll if it requires one
- The target has disadvantage on the saving throw if it requires one
- The area of effect or range is doubled if the shot has one
- If the shot has an effect that lasts until the end of the target's next turn, it instead ends at the end of the targets second turn after the shot
- Any damage rolled for the shot is doubled
Shots that have an area of effect or range include: Acid Shot, Explosive Shot, Piercing Shot, Ricochet Shot, Sticky Shot, Smoke Shot, and Trap Shot.
Trick Shot Options
The Trick Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all arrows and bolts created by your character each day to be used throughout the day.
If an option requires a saving throw, your Trick Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.
Acid Shot
You fire your shot in a large arch over your targets as it sprays acid downwards. Each creature in a 30 ft. line must make a Dexterity saving throw. A target takes 1d6 acid damage on a failed save, or half as much damage on a successful one.
The acid damage increase to 2d6 when you reach 9th level in this class, to 3d6 when you reach 13th level in this class, and 4d6 when you reach level 17 in this class.
Anchor Shot
Prerequisite: 13th-level rogue
The target is wrapped in wires that quickly hook into the ground and begin to tighten. They begin to get pulled downwards towards the ground.
The creature must make a STR saving throw or be pulled downwards and is considered prone and grappled. The target can use an action to attempt to escape the grapple using an athletics or acrobatics check against your DC. The target must be large or smaller for this ability.
Bola Shot
You fire a bola that quickly wraps around the ankles of your target tripping them and knocking them over.
A creature hit by your shot must also succeed on a DEX saving throw or be knocked prone. The target can use half of their movement on their next turn to remove the bola and get back up. The target must be medium or smaller for this ability.
Drowsy Shot
Prerequisite: 13th-level rogue
You have attached a soporific creation at the tip of your arrow that can cause targets to feel drowsy or tired.
A creature hit by the shot must make CON saving throw or suffer the following effects. An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. The creature must be Large or smaller.
This effect will end at the end of the creatures next turn.
Explosive Shot
Prerequisite: 9th-level rogue
You fire a shot that explodes on impact with the ground. This shot does not target an individual.
After firing the shot, creatures within a 10 ft. radius of the shot must make a Dexterity saving throw and take 2d6 fire damage each, and half as much on a successful save.
The fire damage increases to 3d6 at 13th level in this class, and 4d6 at 17th level in this class.
Flash Shot
Prerequisite: 9th-level rogue
You have constructed a bolt and arrow tip that will release a bright flash of light upon impact.
A creature hit by this shot must also succeed on a CON saving throw or be blinded until the end of their next turn.
Frost Shot
You have created a projectile capable of releasing a burst of cold energy into the target.
A creature hit by this shot must make a CON saving throw. On a failure they take 1d6 cold damage, and lose 15 feet of their movement speed. On a success they take half as much damage and their speed is unaffected.
The cold damage increases to 2d6 when you reach 9th level in this class, to 3d6 when you reach 13th level in this class, and 4d6 when you reach 17th level in this class.
Grapple Shot
You have attached a sturdy hook shaped piece of metal to the end of your arrow or bolt, and connected this to your weapon using a metal cable.
You can fire this shot as a reaction if you are falling. You must fire this at a nearby ledge or beam, and your fall will be immediately halted. This shot can hold the weight of 2 medium creatures.
Piercing Shot
Prerequisite: 9th-level rogue
This shot has both the speed and the sharpness to pierce any enemy in its path and hit others who may be standing behind.
This arrow can be fired in a 30 ft. line and each creature in that line must make a DEX saving throw. On a failure, the first creature hit will take 2d12 piercing damage, and the second creature will take half of the damage roll. and the third creature will take a quarter of the damage roll etc. The creatures will take half as much on a successful save.
The amount of piercing damage rolled will increase to 3d12 at 13th level in this class, and to 4d12 at 17th level in this class.
Poison Shot
You have laced your shot with a sickening concoction that will make your targets nauseous.
A creature hit by this shot must make a CON saving throw. On a failed save, the creature takes 1d6 poison damage and is poisoned until the end of it's next turn. On a success the creature will take half as much damage and will not be poisoned.
The poison damage increases to 2d6 at 9th level in this class, to 3d6 at 13th level in this class, and to 4d6 at 17th level in this class.
Ricochet Shot
Prerequisite: 13th-level rogue
This shot can impact one target, and quickly move to another within 10 feet. From there it can hit another new target within 10 feet again. This can continue until there is no longer a new target within 10 feet, or you miss a shot. You must roll for every hit using your normal weapon modifiers.
Any creature hit by this ability will take 3d6 piercing damage.
This piercing damage increases to 4d6 at 17th level in this class.
Shock Shot
You have learned to make the end of your bolts and arrows electrified to shock your targets.
A creature hit by this shot must make a CON saving throw. On a failure they take 1d6 lightning damage and cannot use a reaction until the end of their next turn. On a success they take half as much damage and their reaction is unaffected.
This lightning damage increases to 2d6 at 9th level in this class, to 3d6 at 13th level in this class, and to 4d6 at 14th level in this class.
Shrapnel Shot
Prerequisite: 9th-level rogue
You have designed a shot that shoots pieces of shrapnel into a target causing some extra damage.
A creature hit by this shot takes 2d6 piercing damage. The next time the target uses its movement, it will take an additional 2d6 piercing damage.
This piercing damage will increase to 3d6 at 13th level in this class, and to 4d6 at 17th level in this class.
Smoke Shot
You have designed a shot that bursts into an area of smoke upon impact.
This shot creates a 20 foot square of smoke that counts as lightly obscured.
This effect lasts for 10 minutes before disappearing. It can also be removed using a burst of wind.
Sticky Shot
This shot explodes into an area of a sticky and slimy type of oil substance.
A 15 foot square of difficult terrain will be created in your target location.
This difficult terrain will remain there for 1 minute before fizzling away.
Trap Shot
Prerequisite: 9th-level rogue.
You have created a shot that can plant itself in the ground and activate when someone steps nearby.
You shoot this shot into the ground, and it will cover 10 foot radius sphere. This shot will stay in this location for up to 8 hours before going inert. If any creature enters this sphere, the arrow will detonate and release a burst of thunderous energy that can be heard from up to 300 feet away. The target must make a CON saving throw. On a failure they will take 2d6 thunder damage and be deafened until the end of their next turn. On a success they take half as much damage and their hearing is unaltered.
This thunder damage increases to 3d6 at 13th level in this class, and to 4d6 at 17th level in this class.
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