Rogue
Base Class: Rogue

Much like Fighters who employ similar firearms, now rogues have taken up the same weapons and have gotten a taste on how to use them effectively for combat and whatever else they see fit. While they lack the speed that their Fighter cousins may have, being able to throw out less lead at a time, they make up for it with their better aim, better tools, and after they've gotten the know-how, better bullets. 

Know Your Tools

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. You also gain Firearm proficiency.

 

 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 you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

 

Specialty Ammunition. Upon a hit, the target must make a saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). The required saving throw will change depending on the special ammunition that your DM approves and you craft. (Area of effect rounds may be Dex saves, Poison may be Con saves, etc. Feel free to speak to your DM about what you choose to craft.)

 

Ammunition.

All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.

Fast Hands

When you reach 9th level, you add your proficiency bonus to your initiative. You can also stow a firearm as an object interaction and then draw and fire with another firearm with one use of the attack action.

Called Shots

Upon reaching 9th level, when you use Steady Aim as your bonus action, instead of losing all of your movement speed, you only lose half.

Faster Hands

Starting at 13th level, you can reload as a bonus action.

Hollow Points

At 17th level, your firearm attacks score a critical hit on a roll of 19-20 and this applies to your sneak attack as well if sneak attack applies to the attack.

Whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the firearm attack at the end of its next turn. (This does not include the sneak attack damage.)

Previous Versions

Name Date Modified Views Adds Version Actions
8/8/2021 7:35:55 PM
5
1
1
Coming Soon
8/12/2021 8:35:57 PM
4
1
--
Coming Soon
8/16/2021 5:27:36 PM
7
1
--
Coming Soon
8/22/2021 11:26:52 PM
9
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes