While the majority think of rogues as sneaky thieves who use poison and stealth to do their dirty work, Rogues of this talent prefer to make a show. An outlaw can be as precise as a lightning strike or as devastating as a hurricane. They employ not only lightning fast reflexes but also surgical precision. <br> ___ ### 3rd Level <br> ##### Point Blank Starting at 3rd level, your [[Armour & Weapons#Firearms|firearms]] are exceptionally lethal at close range. When you make an attack against a creature with firearms and you are within 5 feet of the target, you may add your [[Rogue#Sneak Attack|Sneak Attack]]. Additionally, any [[Armour & Weapons#Firearms|firearm]] you wield gains the [[Armour & Weapons#Hipshot|hipshot]] property as long as it's in your hands. <br><br> ##### Quick Hands Starting at 3rd level, your hands are well practiced in lightning fast movements and you have become adept at concealing them. You gain proficiency in the [[Abilities & Skills#Sleight of Hand|Sleight of Hand]] skill. You have [[Abilities & Skills#Advantage & Disadvantage|advantage]] on checks to conceal your firearms. <br> ___ ### 9th Level <br> ##### Devastating Blast Upon reaching 9th level, you have begun experimenting with larger loads of powder in your shot to enhance the volatility of your attack. When making an attack with a [[Armour & Weapons#Firearms|firearm]], you can choose a negative modifier (maximum of -10) to apply to your attack roll. If the attack still hits, you can add 2 additional points of damage of your weapons damage type per number subtracted from your attack roll. For example, if you choose before making an attack to reduce your attack roll by 3 and the attack still hits, you deal 6 additional damage. <br> ___ ### 13th Level <br> ##### Marksman Starting at 13th level. You've become a deadly assassin, you have honed your skills greatly and when attacking from a distance you leave your enemies helpless. Your attacks with [[Armour & Weapons#Firearms|firearms]] now ignore [[Movement and Position#Half Cover|half]] and [[Movement and Position#Three-Quarters Cover|three-quarters cover]]. Additionally, if you attack with a firearm on your turn, you may use a bonus action to make an attack with the same weapon (as long as your weapon is capable of doing so). <br> ___ ### 17th Level <br> ##### Critical Injury Upon reaching 17th level, when you score a [[Damage and Healing#Critical Hits 🛠|critical hit]] on an attack with a [[Armour & Weapons#Firearms|firearm]], the target may choose to spend its next turn tending to the wound, otherwise they take half the damage of the initial attack (rounded down) at the end of it's turn. Removing the round requires the creature's action, however there is no check required to do so.