Rogue Archetype:

The Gunslinger

For a renegade few, battle sounds different than it does for the typical rogue. The clash of steel and the sizzle of spell energy are drowned out by the thunderous rhythm of gunfire, the pounding beat of the gunslinger.

Firearm Finesse

When you choose this archetype at 3rd level, you gain proficiency with firearms and Tinker's tools. Additionally, you can use the bonus action granted by your Cunning Action to reload or repair a gun.

Trick Shooting

Starting at 3rd level, you use charismatic flair to accomplish near impossible feats with firearms. You learn two Trick Shots of your choice as listed below. Many Trick Shots enhance an attack in some way. You can use only one Trick Shot per attack. You learn one additional Trick Shot at 9th, 13th and 17th level. Each time you gain a level in this class you can replace one Trick Shot you know with a different one. The amount of Trick Shots you can make is equal to your Charisma modifier and you regain expended uses after finishing a short or long rest.

Brutal Shot. When you hit a creature with an attack using a firearm, you can expend one use of Trick Shot to add your Charisma modifier to the damage roll.

Crippling Shot. When you hit a creature with an attack using a firearm, you can expend one use of Trick Shot to reduce the creature's speed by 10 feet until the end of your next turn.

Curving Shot. You can choose one firearm you're holding and expend one use of Trick Shot to ignore 1/2 and 3/4 cover with that firearm, but not total cover. You must decide to use this feature before making an attack roll with the firearm.

Disarming Shot. When you hit a creature with an attack using a firearm, you can expend one use of Trick Shot to force the creature to drop one object of your choice they are holding.

Dizzying Shot. When you hit a creature with an attack using a firearm, you can expend one use of Trick Shot to cause the target to have disadvantage on the next attack roll it makes before the end of it's next turn.

Marksman's Shot. You can choose one firearm you're holding and expend one use of Trick Shot to add half your Charisma modifier (rounded down) to the next attack roll you make using the firearm. You must decide to use this feature before making an attack roll with the firearm.

Piercing Shot. When you hit a creature with an attack using a firearm, you can expend one use of Trick Shot to deal 1d8 damage against a different creature that is behind the target in a line within 10 feet of it.

Repelling Shot. When you hit a creature with an attack using a firearm, you can expend one use of Trick Shot to push the target 10 feet away from you.

Showman's Shot. When you would make a Charisma (Performance) check related to firearms, you can expend one use of Trick Shot to gain advantage on the roll. You must decide to use this feature before making the roll.

Sniping Shot. You can choose one firearm you're holding and expend one use of Trick Shot to double the range of that firearm until the end of your turn. You must decide to use this feature before making an attack roll with the firearm.

Take Cover

When you reach 9th level, you've been in enough fights and shootouts to know when one is about to go down. You gain a bonus to your initiative equal half your level (rounded down). Additionally, you can move up to half your speed before initiative is determined

Lucky Bullet

Starting at 13th level, just when you think you're out of luck, you're able to find that one bullet you've been saving when you need it the most. If you roll initiative and have no ammunition for your firearms or no more uses of your Trick Shooting left, you gain one bullet and one use of Trick Shooting.

Fan the Hammer

At 17th level, you've learned to focus all your fire into one devastating attack. You ignore the reload property for all firearms. Also on your turn, if you take the Attack action with a firearm, you can choose to Fan the Hammer. The amount of attacks you can make when you Fan the Hammer is equal to your Dexterity modifier (minimum two attacks). Make one attack roll, all subsequent attacks take a -2 penalty, and any critical or Sneak Attack damage dealt only applies to the first hit, as well as any Trick Shots you make. For example, with a Dexterity score of 16 you can make three attacks. If you have an attack roll of 22 (+ 3 Dexterity modifier + 6 proficiency bonus and a roll of 13 on the d20), the attacks have a 22, 20, and 18 to hit respectively. You can choose to Fan the Hammer after you roll the die, but before the outcome is determined. You regain the use of this feature when you finish a short or long rest.