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Roguish Archetypes

Rogues have many features in common, including their

precise and deadly approach to combat, and their
increasingly quick reflexes. But different rogues steer those
talents in varying directions, embodied by the rogue
archetypes. Your choice of archetype is a reflection of your
focus not necessarily an indication of your chosen
profession, but a description of your preferred techniques.

You learn the ways of the gunslinger; using pistols and
muskets to riddle holes in your enemies, or intimidate then
into backing down. Your mastery of these weapons is
something to be revered and feared.
Typically, those who prefer staying at a distance and
attacking from the backlines follow this archetype.
The gunslinger is almost unparalleled in ranged combat,
and are great for whittling down opponents from afar.

capability in combat, either through improving your aim,

increasing your damage, or adding utility.
You learn an additional deed of your choice at 9th, 13th,
and 17th level. Each time you learn a new deed, you can
also replace a deed you know with a different one.
Grit. Grit is the measure of your resolve and focus,
allowing you to go beyond the norm. You start with four grit
points to spend on deeds, some of which may require more
than one grit to use. You may use grit before you make the
appropriate action, or if otherwise specified by the deed.
Your maximum grit points increases by one at 9th level,
and again at 13th and 17th level.
You regain all your expended grit points at the end of a
short rest or long rest.
Saving Throws. Some of your deeds require saving
throws to be made by your target.
Deed save DC = 8 + your proficiency bonus + your Dexterity

At 3rd level, you gain proficiency in all firearms, tinkerers
tools and smithing tools. In addition, your knowledge and
training with firearms helps you determine trajectory of
projectiles, types of ammunition, the type of explosives
based on residue and the makes, models and functions of
firearms or similar weapons. You have advantage on
Intelligence (Investigation) skill checks when performing
any of these actions.

Improved Grit
Starting at 9th level, you can regain one grit point by
reducing a creature to 0, or by scoring a critical hit. You
also ignore the loading property of firearms.

Firearm Utility

Daring Deeds
When you choose this archetype at 3rd level, you learn to
perform daring deeds that exemplify your expertise with
firearms, fuelled by your own grit.
Deeds. You learn three deeds of your choice, shown in
the deeds section below. These deeds enhance your

From 13th level, you are able to perform special feats with
your weapons outside of combat. You learn all of the
following features.
Cauterize. You fire your firearm away from you, and use
the heat from the firearm to stop allies from bleeding out.
You gain advantage on Wisdom (Medicine) checks when
stabilizing downed allies. This does use 1 ammunition
Intimidate. You use your weapon in a menacing manner,
causing people to become intimidated. When you use this
feature at any time, your target must make a Wisdom
saving throw (Deed save DC). If the target fails the save,
then you have advantage on all Charisma (Intimidate) skill
checks against them for 10 minutes. You must take a short
rest to regain this feature.
Modified Arms. You make adjustments to your weapon
so it becomes more than just a tool for war. You can use
your firearm for any of the following:

Spend 1 minute to use special powder that burns at the

end of your firearm, creating a light source. It spreads

light as if it were a torch, and lasts for 1 hour, using 1

piece of ammunition
Shoot a flare into the air that can notify others of your
position, or light up an area with a 30 ft radius.
Modify the gun to be able to be used as a whistle,
requiring an Intelligence (Investigation) check with DC 15
to determine where the sound is coming from, and that it
is not natural.

True Grit
By 17th level, if you have no more grit at the beginning of
an encounter, you regain three grit points.

The deeds are presented in alphabetical order.
Deadeye. You take careful aim at your target, improving
your chance to hit. You give yourself additional +2 to your
ranged-weapon attack against your target for your next
attack. This costs one grit point.
Trip Shot. Before make a ranged-weapon attack against
the target you may choose to trip your target by shoot at the
walking appendages. The target must make a Dexterity
Saving Throw based on your Deed Save DC. If it fails, it is
knocked prone. If it saves, until the end of its next turn, its
speed is reduced by 10 feet. This costs one grit point.
Warning Shot. When you miss a ranged-weapon attack,
the next attack against the target has advantage. This costs
one grit point.
Double Shot. When you make a ranged-weapon attack,
you can spend two grit points to make another ranged
weapon attack.
Intimidation Tactics. You use an action to shoot your
ranged- weapon in the air in order to intimidate someone.
All creatures within 30 feet of you must do a Wisdom
saving throw. On a failed save, the creature is frightened
until the end of its next turn. On a successful save nothing
happens. You must spend two grit points.
Quick Reaction. When an attack misses you, you may
use your reaction to make a ranged weapon attack back at
your enemy. This costs one grit point.
Deathstrike. Before you make a ranged-weapon attack
that hits an enemy, you can ensure the attack is a critical
hit. This costs three grit points, but you must specify that
your shot will be a Deathstrike. If you miss, you lose the grit
used for this attack. This also does not count as a critical hit
for purposes of Improved Grit.
Volley. During your attack action, you may choose to
make a volley of attacks against a number of enemies. You
fire upon against a number of targets equal to your dexterity
modifier within 10 feet radius of your original target. They
additional targets must make Dexterity saving throws, and
on a failed save take half the damage of your initial hit. On a
successful save they take no damage. For each creature
after the first, spend one grit point.
Flashbang. You load your gun with a special powder and

ammunition combination that in addition of doing damage

can either deafen or blind an opponent. The target must
make a Constitution Saving Throw, and on a failed save the
target is stunned until the end of its next turn. On a
successful save, the creature is instead either blinded or
deafened (you choose). This costs two grit points.
Precision Shot. Before you hit an enemy with a ranged
attack, you can spend a number of grit points up to your
dexterity modifier to increase the damage by that amount.
Deflection Shot. When a creature hits you with a ranged
weapon attack that uses a projectile, you can use your
reaction to shoot the projectile out of the air. Make a ranged
weapon attack against the projectile (AC 14 for nonfirearms, AC 18 for firearms). If you hit, you negate the
damage made by that projectile by the amount equal to your
damage roll. This costs one grit point.
Quickdraw. If you are surprised, you can spend one grit
point to allow yourself to use the attack action on your first
round. This costs one grit point.
Disarming Shot. Before you make a ranged-weapon
attack your next attack can disarm your opponent if it hits.
The target must make a Strength saving throw, or be
disarmed on a failed save. This costs one grit point.
Ricochet. You make your next attack whilst ignoring
cover. This costs one grit point.