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View Full Version : D&D 5e/Next Rogue Archetype: Trickshooter (PEACH)



Waffleworshiper
2016-11-09, 06:30 PM
I made this for one of my players who wanted a gun-focused rogue with a little bit of pizazz.
Please look over it and critique it. It is the first homebrew archetype I've made, so I'm expecting a boatload of criticism.

Trickshooter
Rogue Archetype
Gun Cleaning
At 3rd level, you gain proficiency with firearms and alchemist’s tools.
Trick Bullets
At 3rd level, you can create trick bullets. After a long rest, you can spend a number of bullets up to half your level (rounded up) to receive that many trick bullets. Pick a bullet recipe for each trick bullet that you make. Trick bullets become normal bullets after a long rest.
When you use the Attack action with a firearm, you can spend a trick bullet before the attack roll is made. If the attack hits and you apply extra damage from your Sneak Attack feature, you also apply the effects of the bullet recipe you selected for that trick bullet.
You know two bullet recipes at 3rd level, and learn an additional bullet recipe at 9th, 13th, and 17th levels.
Bullet Recipes
The saving throw DC for effects caused by bullet recipes is 8 + your Intelligence modifier + your proficiency bonus.

Armor Melt Bullet
You must be 9th level to learn this bullet recipe.
Your attack deals acid damage instead of piercing damage. The target’s Armor Class is reduced by 2. If this effect cases the target’s Armor Class to become 10 or less, the armor is destroyed
If the target has no armor, their Armor Class is not reduced. Instead, they take 2d6 acid damage.
At 11th level and every four levels thereafter, the target’s Armor Class is reduced by an additional 1, and unarmored targets take an additional 1d6 acid damage.

Bullet of Flight
Your attack deals bludgeoning damage instead of piercing damage. The target is pushed away from you 10 feet in a straight line, or you are pushed 10 feet in a straight line away from the target (your choice).
At 5th level and every two levels thereafter, the distance the attack pushes you or the target is increased by 10 feet.

Bullet of Winter’s Grasp
You must be 13th level to learn this bullet recipe.
Your attack deals cold damage instead of piercing damage. The target’s movement speed becomes 0 until the end of your next turn. Additionally, the target makes a Constitution save. On a failed save, attack rolls made against the target have advantage while the target’s movement speed is 0. Creatures that are immune to cold damage are immune to this effect.

Flashbang Shot
You must be 9th level to learn this bullet recipe.
Your attack deals thunder damage instead of piercing damage. The target and all creatures within 5 feet of the target make a Constitution save. On a failed save, the target is blinded and deafened.

Ghost Bullet
You must be 17th level to learn this bullet recipe.
When you spend this trick bullet, instead of making an attack roll, you create a line with a length equal to the maximum range of the weapon. This line ignores cover and can go through non-magical solid objects.
All creatures in the line make a Dexterity saving throw. Creatures at long range have advantage on this saving throw. On a failed save, the creature takes force damage as if hit by an attack with that weapon made by you, including damage caused by the Sneak Attack feature (if applicable). On a successful save, the creature takes half damage.

Ignition Bullet
You must be 9th level to learn this bullet recipe.
Your attack deals fire damage instead of piercing damage. The area in a 5-foot radius originating on the target catches on fire. Creatures who start or end their turn in the area take an amount of fire damage equal to your Sneak Attack dice.

Madness Bullet
You must be 17th level to learn this bullet recipe.
Your attack deals psychic damage instead of piercing damage. The target makes a Wisdom saving throw. On a failed save, the target suffers a short-term madness from the Dungeon Master’s Guide. This short-term madness lasts until the end of your next turn.

Minie Ball
You must be 13th level to learn this bullet recipe.
If the target is Large or smaller, it rolls a d10 on the Lingering Injuries table in the Dungeon Master’s Guide. The injury lasts until the end of your next turn.

The Pope’s Mouthwash
You must be 13th level to learn this bullet recipe.
Your attack deals radiant damage instead of piercing damage. If the target is an undead or a fiend, it makes a Wisdom saving throw. On a failure, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Shock Bullet
You must be 17th level to learn this bullet recipe.
Your attack deals lightning damage instead of piercing damage. The target takes an additional 4d8 lightning damage. In addition, for a number of turns equal to your Intelligence modifier (minimum 1), the target can either take an action, take a bonus action, use a reaction, or spend movement. This effect ends on the end of your turn. Instead of experiencing this effect, the target can choose to be incapacitated for 1 turn.
In addition, all creatures within 5 feet of a creature affected by this bullet recipe who have not been affected by this bullet recipe this turn make Dexterity saving throws. On a failed save, the effects of this bullet recipe are also applied to them.

Shrapnel Bullet
Your attack deals slashing damage instead of piercing damage. The target is bleeding until the end of your next turn. If the target spends more than 10 feet of movement while bleeding, it rolls its bleed die and takes that much damage.

Vampiric Bullets
You must be 13th level to learn this bullet recipe.
Your attack deals necrotic damage instead of piercing damage. The target’s maximum hit points is reduced by an amount equal to your level. You also regain half that many hit points (rounded down).

Man-Gonel
At 9th level, you apply your Sneak Attack damage when you attack an object with a firearm.

Lock and Load
At 13th level, when you take a short rest, you can spend a number of bullets up to your Intelligence modifier (minimum 1) to receive that many trick bullets.

Curve the Bullet
At 17th level, when you spend a trick bullet on an attack, you can spend another. The bullet recipes selected for both bullets are applied to the target. If the bullet recipes each specify a damage type, each damage die and Sneak Attack die you roll for the attack uses either of the damage types (your choice).