New mechanics Guns Gun Cost Damage Range Properties Flint lock pistol 50 gp 1d4 Piercing 40/100 Ammunition, loading, light Revolver 75 gp 1d6 Piercing 60/120 Ammunition, light Blunderbuss 80 gp 1d10 Piercing 20 feet Ammunition, loading, Two-Handed, Spread Musket 70 gp 1d6 Piercing 75/150 Ammunition, loading, Two-Handed Lever action rifle 100 gp 1d8 Piercing 80/160 Ammunition, Two-Handed Sawed off lever action rifle 75 gp 1d8 Piercing 50/75 Ammunition Scoped rifle 175 gp 1d12 Piercing 125/200 Ammunition, loading Canon 300 gp 2d10 Piercing 100/175 lower Ammunition, Two-Handed Heavy, Front loading Gatling gun 350 gp 1d6 Piercing 90/125 Ammunition, Two-Handed, Heavy, Burst (4) Flame Thrower 350 gp 1d6 Fire 30 feet Ammunition, Two-Handed, Heavy, Burst (4) gun properties some of the above guns have properties that havent been seen before. Burst When a weapon has the burst property it will have a number next to it in parentheses, when you take the attack action while wielding a weapon with the burst property you make a number of attacks equal to this number, but add your damage bonus only once. Spread When a weapon with the spread property is fired it targets all creatures within a cone in front of it, the size of the cone is determined by the weapons range. Instead of a saving throw an attack roll is made by the weapons wielder and any creature who's AC is beat by the attack is hit. Front loading a weapon with the front loading property is fired it must be reloaded by expending a bonus action. 17

Highwayman You train your skills with pistols, blunderbuss and scoped rifle. This archetype is most often chosen by those who use intimidation and guns to make their profits. A myriad of skills to compliment your gunmanship and threats all assisting your attempts at relieving people of their coin. Highway robbery When you pick this archetype at 3rd level, you gain proficiency with all types of firearms and intimidation if you do not already possess said proficiencies. Craft points Starting at 3rd level you gain a number of craft points equal to your rogue level, you regain all craft points at the end of a long rest. craft points can be expended to craft special kinds of ammunition for use with your guns, all craft points must be expended after each long rest. In cases where you force a target to make a saving throw you use your wisdom modifier. You must specify if you are using a special kind of ammunition before you make an attack roll. These ammunitions only work with your specialised firearms. shot save dc = 8 + your proficiency bonus + your wisdom modifier. Available ammunition Craft point cost Name Gun Bullets produced 3 Flash bang B 2 2 Tracer round P,S 3 4 Phosphorus B 2 5 High velocity round P,S 3 1 Spread P 20 1 Flechet P 20 3 Poison B 4 6 Blink shot P,S 2 7 Anti elemental shot B,S 3 3 Crackle shot P,S 5 5 Grenade B 2 7 Vine grenade B 1 4 Heavy shot S 4 Flashbang Targets in the affected area must make a Constitution saving throw or be blinded until the start of your next turn. Tracer rounds When a target is successfully hit by one of these rounds all attacks on that target have advantage until the end of your next turn. Phosphorus This ammunition does 1d10 extra fire damage and the affected area is filled with lingering fire that forces any creature that enters the area to make a dexterity saving throw or take 1d10 fire damage, avoiding it completely on a success. This effect lasts 1d4 rounds High velocity round A single round is fired with high incredibly high speed, roll an attack any creature in a 30 foot long, 5-foot wide line originating from you who the attack roll hits take the damage as well as an extra 1d8 piercing damage. Spread A blast of shrapnel is fired dealing an extra 1d6 piercing damage and affects a 10 foot long, 5-foot wide line. An attack roll is made and any creature in the space is hit Flechet These bullets do not have disadvantage imposed on them when fired underwater Poison A billow of noxious gas fills the affected area forcing the affected to make a Constitution saving throw or take 3d8 poison damage and be poisoned until the end of there next turn, on a success taking half damage and not being poisoned. Blink shot This deep blue bullet has its range shortened by 50 feet and when it is fired a space must be chosen, and if you beat the AC of the materiel the player is teleported to the chosen space. Anti element shot When these bullets are crafted an element must be chosen from fire, cold, lightning, acid, necrotic or radiant. If targeting a creature immune or resistant to the selected element it must make a Constitution saving throw or have their defences reduced, with an immune creature becoming resistant and a resistant creature losing its resistance. The effect ends when you finish your next turn. Crackle shot When this bullet is fired one must choose a creature or space as the target, upon a hit the bullet starts to glow shedding bright light in a 15-foot square centred on the target and dim light for a further five feet. When an affected creature or space takes radiant damage it increases by 15 feet Grenade When a grenade is fired at a spot within 60 feet all creatures within 10 feet must make a Dexterity save or take 2d6 piercing damage and 1d6 fire damage, or half as much damage on a success. Vine grenade When a grenade is fired at a spot within 70 feet all creatures within 15 feet must make a Dexterity save or be Grappled for 1d4 rounds. Heavy shot Make an attack roll against a creature, on a hit the creature must make a Strength save or be knocked prone. This shot deals an extra 2d8 damage 18

Quickdraw Starting at 9th level, you can remove the disadvantage for a single called shot. You must annouce your use of this ability before you roll. Once you have used this ability you cant use it again until you finish a short or long rest. Weapon Versatility At 13th level, your refusal to be limited to a single kind of weapon has afforded you a level of skill rarely seen in other specialisations. Kick back when wielding the blunderbuss, you can make an attack with extra recoil in order to launch your self 15 feet backwards without provoking an oppurtunity attack. Doing so jams the blunderbuss and you must expend a bonus action to clean the blockage. Barrage When firing regular ammunition from the pistols, you can take a -5 to your attack bonus in exchange for making a number of attacks equal to your wisdom modifier. Forget me shot When making an attack with the scoped rifle you don’t lose your stealth. If you attack a creature aware of your position they lose track of you, if you miss they have advantadge on Wisdom (Perception) checks to find you unless you make another stealth check. Right between the eyes Starting at 17th level when you make an attack roll against a creature you can force it to make a constitution saving throw or be stunned for one minute. At the start of each of its turns it can repeat the save, supressing the effect for that turn on a success, but not ending it. If you land a crit on a creature with less than half health while using this feature, it will instantly drop to 0 health on a failure of the save. you can only use this feature once per long rest. called shots when you make an attack against a creature with no more than two of any of the listed limbs, you can choose to gain disadvantage on the attack in exchange for targetting a specific limb, this decision must be made before you roll to hit. Each limb has individual health equal to the total health of the creature divided by the one less than the total number of limbs. Head When a called shot on the head is successful the hit is automatically a crit, if the attack was already a crit you roll damage dice three times as apposed to the twice that comes with a normal crit. Arm When a called shot on the arm successfully reduces the limb targeted to zero health, the creature is forced to drop whatever item they are holding with that arm and gain disadvantage on all strength saves until they are healed for half the total health of said limb. Legs When a called shot on the leg successfully reduces the limb targeted to zero health, the creatures speed is halved until they are healed for half the total health of said limb. Wings When a called shot on a wing successfully reduces the limb targeted to zero health, the creature starts falling at 30 feet per round. If both wings are crippled the creature goes into a free fall until they are healed for half the total health of said limb. 19