Revised Renegade
What defines a Renegade is not simply the weapon they wield, or the ways they fight. A renegade, above all else, is a fighter of sly charm and swagger. With brash cockiness in spades, renegades build their own custom firearms to perfectly suit their own larger-than-life personalities.
Don’t mistake their boasting for an empty facade—folk who underestimate a renegade’s flashy gunplay tend to wind up dead.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Deception, Intimidation or Persuasion.
You also gain proficiency with Firearms and Smith's Tools.
Gunfighter Form
Additionally, when you choose this archetype at 3rd level, you create a custom firearm that suits your unique brand of fighting style. Select the form upon which to base your weapon between Pistoleer, Harpooner and Sniper. Each form grants you a new ability and specific upgrades for your Firearm later on
-
Pistoleer: Favoring speed and style over raw damage, you create a small Flintlock Handgun to fight and any Flintlock Handgun you use benefits from this Gunfighting Form.
-
Sniper: Making a large two-handed firearm, a renegade who adopts the Sniper form can inflict massive damage in a single shot. You create a Sniper and any Sniper you use benefits from this Gunfighting Form.
-
Harpooner: Creating a Harpoon with a rope or chain made to catch bigger creatures, a renegade with the Harpooner form thrives against chasing bigger foes. You create a Harpoon and any Harpoon you use benefits from this Gunfighting Form.
If your weapon is ever destroyed or you lose it, you can create a new one at the end of a Long rest provided you have 200gp worth of materials and Smith's Tools at hand.
Weapon of Choice
You can customize the firearm provided by your Gunfighter Form with various upgrades. When you choose this archetype at 3rd level, pick one minor upgrade and one major upgrade from the Firearm Upgrades list.
If an upgrade has a prerequisite, you must meet that prerequisite in order to benefit from the upgrade.
| Level | Minor Upgrades |
|---|---|
| 3rd | 1 |
| 5th | 2 |
| 10th | 2 |
| Level | Major Upgrades |
|---|---|
| 3rd | 1 |
| 5th | 1 |
| 10th | 2 |
Additionally, you can replace one of your Firearm Upgrades with a different one when you reach 5th and 10th level. You must still meet the prerequisite of an upgrade in order to benefit from it.
Cunning Shot
Starting at 7th level, the damage dealt by weapons benefiting from your Gunfighting Form, including damage dealt via Firearm Upgrades, ignores resistances and treats immunities as resistances.
Additionally, if you are visibly carrying a weapon when you make a Persuasion or Intimidation, check you gain a bonus to the roll equal to half your proficiency bonus (rounded down).
Quick Draw
Starting at 10th level you gain a bonus to your Initiative equal to your Charisma modifier (minimum of +1).
Additionally when you roll initiative, you can use your reaction and immediately make an attack with a weapon benefiting from your Gunfighter Form against a target within range.
Citrics
Starting at 15th level when you use your Second Wind feature, you also get one of the following benefits until the end of your next turn.
-
You can end either one disease or one condition afflicting you. You can use this bonus action even if the condition you end would otherwise prevent it.
-
Your movement speed increases by +20 feet and you count gain the benefits of the Dodge action as part of the same bonus action.
-
Your Gunfighting Form deals additional damage equal to 1d10 per attack.
Light ‘Em Up
At 18th level, you learn to channel the volatile force of your firearm’s black powder into a single concussive blast.
As a bonus action, you can either throw or set down a small explosive. If thrown, the explosive has a range of 30 feet and detonates immediately on impact; if set down, the explosive can be detonated remotely from up to 60 feet away as another bonus action.
When detonated, each creature within a 15-foot radius of the explosive must make a Dexterity saving throw, taking 12d6 force damage on a failure and half as much on a success. The DC for this saving throw is equal to your Firearm Upgrade DC.
Once you use this feature, you cannot use it again until you complete a short or long rest.
Firearm Upgrades
Unlike many tinkerers who labor studiously in their workshops, renegades alter their weapons to suit their personal knavish swagger.
The following list provides various options to enhance your firearm’s capabilities. These upgrades may be personal touches you put on your weapon, or scavenged bits of Hextech that you’ve discovered and rigged to work with your weapon.
If a Firearm Upgrade requires a creature to make a saving throw, the DC is calculated as follows
Firearm Upgrade DC
Minor Firearm Upgrades
- Caliber Net
You can replace one of your attacks made with a weapon benefiting from your Gunfighting Form with this Upgrade and choose a creature within range of your firearm.
The creature must succeed on a Strength saving throw, on a fail the creature is restrained. At the end of each of its turns, the target can repeat this saving throw, ending the effect on a success.
You can use this feature twice per short or long rest.
Smoke Screen
As an action, you alter the firing mechanism of your gun to release a burst of ash and smoke.
This cloud forms a 10-foot cube centered on a point of your choice within the firearm’s range, spreading around corners.
The cube spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
You can use this feature twice per short or long rest.
Warning Shot
When you make an attack with your Gunfighter form and miss, you can deal piercing damage equal to your proficiency bonus + your Charisma modifier to the target as part of the same action.
Blade and Black Powder
Prerequisite: Pistoleer Form
When you use your action to shoot using only your Flintlock Handgun, you can make a melee weapon attack against a creature within range with a weapon that lacks the Heavy and Two-Handed properties as part of the same action.
Collateral Damage
Prerequisite: Sniper Form
You alter your ammunition to have explosive capabilities.
When you hit a target with a successful attack from your firearm, all creatures within 5 feet of the target must succeed on a Dexterity saving throw or take 1d10 piercing damage on a success or half as much on a success.

Crawl
Prerequisite: Harpooner Form.
You can use a bonus action to force a creature attached to the Harpoon to make a Strength Saving Throw.
On a fail, you deal 2 + your Charisma modifier necrotic damage to the attached creature and can pull it up to 20ft towards you.
If there is an object or creature in its way, the creature stops 5ft before reaching it and falls prone if possible
Double Barrel
Prerequisite: Sniper Form.
You add a second barrel to your firearm.
The amount of shots your Sniper can make before needing to reload increases by 1.
Crosshairs
Prerequisite: 5th level
You equip your firearm with a targeting mechanism.
If you haven't moved this turn, you can aim down your sights as a bonus action, reducing your speed to 0 and granting you advantage on all attacks you make using your Gunfighter's Form feature until the end of your turn.
Major Firearm Upgrades
Barrage
As an action, you can fire a barrage of bullets.
Each creature in a 15-foot cone originating from yourself must make a Dexterity saving throw, taking piercing damage equal to 3d10 + your Dexterity modifier on a failure and half as much on a success.
Once you use this feature, you cannot use it again until you finish a short or long rest.
Double Up
When you hit a creature with a successful ranged weapon attack benefiting from your Gunfighting form, you can immediately cause the bullet to hit another creature that you can see within 15 feet of the original target.
The second target takes piercing damage equal 1d8 + your charisma modifier.
If you have the Harpooner Form, you decide which of the creatures the Harpoon attaches to.
You can redirect a bullet in this way twice, and regain all expended uses after a short or long rest.
Lightning Round
You can release a piercing bolt of electricity as an action on your turn as long as you are wielding a weapon benefiting from your Gunfighting Form.
The lightning fires from you in a straight line that is 5 foot wide and 30 feet long. Each creature in the line must make a Dexterity saving throw, taking 3d8 lightning damage on a failure and half as much on a success.
Once you use this feature, you cannot use it again until you finish a short or long rest.
Make It Rain
As an action, choose a number of creatures equal to your Charisma modifier that you can see within your Gunfighting Form range.
They must make a Dexterity Saving Throw, taking 3d8 + your Dexterity modifier piercing damage on a failed check or half as much on a success.
Once you use this feature, you cannot use it again until you finish a short or long rest.
Trial by Fire
As a bonus action, you can charge your weapons with blazing force.
Until the start of your next turn, whenever you make a successful attack with a weapon benefiting from your Gunfighting Form, you deal extra fire damage equal to half your fighter level, rounded up.
You can charge your weapons this way a number of times equal to your Charisma modifier (minimum of once), and regain all uses after a short or long rest.
Blood Bait
Prerequisite: Harpooner Form
When you hit a creature with a ranged weapon attack benefiting from your Gunfighting form, you can use your bonus action to mark your target.
A number of creatures (other than yourself) of your choice equal to your Charisma modifier that can see or hear you gain advantage on all attack rolls and can add your Charisma modifier to damage rolls against your target until the end of your next turn.
You can use this feature twice per short or long rest.

Weapons
| Weapon | Damage Die | Properties |
|---|---|---|
| Flintlock Handgun | 1d6 Piercing | Range (30ft) Ammunition, Reload (4), Light, Special. |
| Harpoon | 1d8 Piercing | Range (60/120), Versatile (1d10), Reload (1), Finesse, Special |
| Sniper | 1d10 Piercing | Range (120/300), Ammunition, Heavy, Two Handed, Reload (1), Special |
Special Properties
Flintlock Handgun
This weapon doesn’t have a long range and its range cant be increased by any means but if you posses the Pistoleer Form, it doesnt require to reload and being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
Sniper
When you take the attack action with this weapon if you posses the Sniper form, you can choose to make a Head Shot against a target you can see within range.
When making a Head Shot, you can’t make additional attacks from the Extra Attack class feature. Instead, increase the damage of this attack by 1d8 + your Dexterity modifier for each additional attack you otherwise would have been able to make through the Extra Attack class feature.
Only ranged attacks after the first are calculated when determining additional damage. You must declare you are making a Head Shot before making your attack roll, even if you fail You can stack this trait with features that allow you to take an extra Attack action during your turn such as Action Surge or the Haste Spell.
Harpoon
A creature hit with the Harpoon is attached to it and can’t move more than 60 feet away from you as long as you are wielding the Harpoon, unless a creature uses its action to remove the harpoon from it. If you reload the Harpoon, it automatically dettaches from a creature that its attached to
If you have the Harpooner form, when you take the attack action with this weapon you have advantage on attack rolls against creatures at least one size larger than you and a creature attached to the Harpoon cant move more than 60 feet away from you even if you aren’t wielding the Harpoon.
If you already had advantage when making a ranged attack on your roll against a creature at least one size larger than you before the one granted by your Harpooner form, you may reroll one of the two attack roll dice once. This cannot stack with other similar benefits from feats or abilities.
Art Credit
Legends of Runeterra - Miss Fortune - SIXMOREVODKA STUDIO