Ghost Gunner (5A)
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This is a Rogue subclass for 5A.
Ghost gunners are rogues who use firearms. Far from stealthy, these brazen weapons attract attention, but a ghost gunner uses this to advantage to disappear into their own gunsmoke.
Greyhawk Your typical ghost gunner is a deserter from some fusilier troop or a rake fascinated by the power of firebrands.
Archetype Features
Bonus Proficiencies
At 3rd level when you choose this archetype, you gain proficiency with all firearms. When you use a one-handed firearm, you do not suffer disadvantage for making a ranged attack while in an enemy's reach. A Bomb and Grenade you use can get the benefits of Sneak Attack.
Cloak of Smoke
When you shoot a firearm you are followed by an obscuring cloud of smoke. This provides you with the benefits of half cover, you gain a +2 bonus on AC and a +2 bonus on Dexterity saving throws. Cloak of Smoke also provides enough concealment to use the Hide action. The effect lasts until the end of your next turn. A strong wind blows Cloak of Smoke away immediately, negating the ability. Bombs and grenades do not cause a Cloak of Smoke.
Bang and Bolt
At 9th level, you use the rogue's Steady Aim ability, your speed is not reduced, but you still cannot move before making the attack.
Kill Zone
At 13th level you are always ready to shoot an advancing enemy. As a reaction when you have a ready firearm and see a creature that is moving and not in cover or concealment of any kind, you can make an attack against that creature with a ready firearm. This is the equivalent of a ranged attack of opportunity, and any effect that affects attacks of opportunity also affects Fields of Fire. After this shot you can reload your firearm as a part of the same reaction.
Stagger and Stall
At 17th level, when you miss an enemy with an attack with a firearm, you can force that enemy to make a Wisdom saving throw with a DC 10 + your Proficiency bonus or become frightened until the start of your next turn. A creature that is frightened this way also falls prone. When you reduce an enemy to 0 hit points with a firearms attack, all enemies within 10 feet of the target must save or suffer the same effect. If this happens on the first round after initiative is rolled, it affects all enemies within 30 feet of the target.