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## Rogue Subclass: Trickshooter
### Adrenaline Starting at 3rd level, the thrill of battle aids you in performing complex trickshots. To perform a trickshot you must expend a number of adrenaline points and succeed a check. If you fail a trickshot, the adrenaline points are still consumed. If a trickshot includes an attack roll, always roll the trickshot check before the attack roll. A **trickshots Check DC** = **15 + its adrenaline cost**. A **trickshots Save DC = 8 + your proficiency bonus, + your dexterity modifier.** You gain one adrenaline point for accomplishing the following things during combat: - Rolling a natural 20. - Rolling a six on a sneak attack dice. - Reducing an enemy to 0 hit points. You may have a maximum amount of adrenaline points at any given time equal to your proficiency bonus + your charisma modifier. You may not again any additional adrenaline points past this amount. You lose all of your current adrenaline points at the beginning of a long rest, and gain a number of adrenaline points equal to your charisma modifier at the end of a long rest. \columnbreak
> ##### Art Credits > - Thumbnail by Leoz ETM > - Image 1 by Kekai Kotaki > - Image 2 from red dead redemption > - Image 3 by Stepan Alekeseev
### Exhebitionist Also at 3rd level, you begin to take pride in a good skirmish or scuffle, taking equal pleasure in showing off your clever tricks and flourishes as you do with defeating your foes. You gain a bonus to your initiative rolls equal to your Charisma modifier. ### Thrill Seeker At 9th level, you learn how to focus your skills more effectively when the odds are against you both in and outside of combat. If you succeed a trickshot check on your turn, you may move through creatures as if they are regular terrain. Also, if you roll a natural 20 during a game of chance you gain one adrenaline point. \pagebreak ### Improved Trickshots At 13th level, You may expend your reaction after succeeding the following trickshots to create an additional effect. #### Ricochet. After succeeding your ricochet check against an enemy you cannot see you may expend your reaction to nullify any disadvantage dice you suffer for the attack. #### Showstopper. After succeeding your show stopper check you may expend your reaction to move up to 30ft to a point you can see without provoking opportunity attacks. As you vanish in the smoke of the blast and re appear some where else in a flurry of speed. If you move to a point outside of the radius of the explosion this also causes you to avoid any potential damage taken from the blast. #### Adrenaline Rush. If you are below half your HP maximum and succeed your adrenaline rush check, you may expend your reaction to roll your sneak attack dice and gain an amount of temporary HP equal to the amount rolled. This temporary HP lasts until the adrenaline rush fades. ### Mater Trickshooter At 17th level, you have mastered the sport of trickshooting to an expert degree. Once per turn when you fail a trickshot check, you may expend one adrenaline point to re roll the check one additional time. \columnbreak ## New Feats ### Gambler - Increase your Charisma or Intelligence score by 1, to a maximum of 20. - You gain proficiency with two types of gaming sets of your choice. - You have advantage on Deception (Charisma) checks to bluff opponents in games of chance and History (Intelligence) checks to count cards. - **50/50.** When an enemy targets you with a weapon attack but before it rolls to hit, you may use your reaction to lower your AC to 11 for the duration of the attack. If the attack misses you, you may make a weapon attack against the target if it is within range, dealing an additional amount of damage on a successful hit equal to the amount you reduced your AC. ### Bag of Tricks - Increase your Charisma or Dexterity score by 1, to a maximum of 20. - You learn three trickshots from the trickshooter Rogue Subclass that cost one adrenaline point. The check DC for these trickshots is 16, and their save DC = 8 + your proficiency bonus + your dexterity modifier. - You gain one adrenaline point. You must expend this adrenaline point to perform a trickshot. Once expended, you regain this adrenaline point after completing a short or long rest.
\pagebreak ### Trickshots #### 1 adrenaline: Flourish. When making a weapon attack make an acrobatics or sleight of hand check. On a success you gain advantage on the attack roll. On a failure the attack suffers disadvantage. #### 1 adrenaline: Fish in a Barrel. When making a weapon attack make an acrobatics or sleight of hand check. On a success you may make an additional weapon attack against a new target within 5ft of the original target. On a failure the attack suffers disadvantage. #### 1 adrenaline: Fancy Reload. When reloading a weapon make a sleight of hand or acrobatics check. On a success you regain the action or bonus action you spent reloading the weapon, on a failure the action or bonus action is wasted, and the weapon is not reloaded. #### 1 adrenaline: Feinting Trickshot. When making a weapon attack make a deception or performance check. On a success they may not use their reaction this round. On a failure the attack suffers disadvantage. #### 1 adrenaline: Mocking Trickshot. When making a weapon attack make an acrobatics or performance check against the target you are attacking. On a success the enemy has disadvantage on their next ability check or saving throw. On a failure the attack suffers disadvantage. #### 2 adrenaline: Duck and Weave. When taking the disengage action to move at least 5ft, make an acrobatics check. On a success you may add your proficiency bonus to your AC until the beginning of your next turn. If you have expertise in acrobatics this bonus is doubled. On a failure you do not disengage and the action is wasted, however you still move to the space you wished to disengage to, taking any opportunity attacks the movement would provoke. #### 2 adrenaline: Inspiring Trickshot. When making a weapon attack make a performance check. On a success you may choose a number of allies within 30ft of you equal to your charisma modifier. They may add 1d6 to their next attack roll or ability check before the end of your next turn. On a failure the attack suffers disadvantage. You may only use this trickshot once per turn. #### 2 adrenaline: Tilting Trickshot. When making a weapon attack make an acrobatics or performance check while your target rolls an insight or perception check. If your result is higher the target suffers the effects of the spell compelled duel until the end of their next turn. On a failure the attack suffers disadvantage, and you suffer the effects of the spell compelled duel until the end of your next turn. #### 3 adrenaline: Hat Trick. When taking the dash action make an acrobatics or performance check. On a success you gain the effects of the spell zephyr strike on yourself until the end of your next turn.
\columnbreak #### 3 adrenaline: Ricochet. When making a weapon attack against an enemy behind cover make an acrobatics or sleight of hand check. On a success they lose the benefits of the cover. On a failure you miss the attack. You may use this trickshot to attack enemies you cannot see, but suffer disadvantage when rolling to hit them. #### 3 adrenaline: Smoke em if ya got em. As an action you may throw a cigar at a point you can see within 30ft and shoot it. Make an acrobatics or sleight of hand check. On a success, all enemies within a 10ft radius sphere facing the cigar must make a dexterity saving throw. On a failure they are blinded until the end of their next turn. #### 4 adrenaline: Trick Grenade. As an action you may throw an explosive device 30ft to a point you can see and shoot it. Roll an acrobatics or sleight of hand check, if you succeed you pull off the trick shot. The device explodes, and all creatures within a 20ft cone originating from the device must make a dexterity saving throw. The device deals your sneak attack dice in damage on a failed save, or half damage on a success. On a failure you miss the device, it doesn't go off, and the action is wasted. The explosive device deals fire damage if it is a molotov cocktail, piercing if it is a shrapnel grenade, slashing if it is flechette, etc. #### 5 adrenaline: Showstopper. As an action you may throw an explosive device 10ft above you and shoot it. Roll an acrobatics or sleight of hand check, if you succeed you pull off the trick shot. The device explodes, and all creatures within a 20ft radius sphere centered around you must make a dexterity saving throw. The explosive device deals your sneak attack dice + 2d8 damage on a failed save, or half damage on a success. If you succeeded the check you gain advantage on this saving throw. If you fail you miss the device, and it explodes when it hits the ground next to you, causing you to suffer disadvantage on the saving throw. The explosive device deals fire damage if it is a molotov cocktail, piercing if it is a shrapnel grenade, slashing if it is flechette, etc. #### 6 adrenaline: Adrenaline Rush. When taking the dash action you may roll an acrobatics, performance, or sleight of hand check. On a success you gain the benefits of the spell haste until the end of your next turn.