Musketeer Rogue Archetype

Musketeers mix swordplay with firearms, part-fast footwork, part-careful aim, all combined into a deadly effective group of soldiers. Musketeers are light on their feet, deft with blade, and crack shots. Most musketeers are found in the service of the Laneutian Cardinal’s Guard, where they have a limited license to use their weapons.

Charismatic Defense

When you choose this archetype at 3rd level, you learn to avoid blows with style. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Musketeer Maneuvers

Starting at 3rd level, you adopt a particular maneuver as your specialty. Choose one of the following options. You can’t take a maneuver more than once, even if you later get to choose again. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace a maneuver you know with another maneuver available to musketeers. This replacement represents a shift of focus in your martial practice.


When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.


You are proficient with firearms. You learn one stunt of your choice from among those available to the Gunslinger archetype. If a maneuver you use requires your target to make a saving throw to resist the stunt’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one stunt die, which is a d6 (this die is added to any stunt dice you have from another source). This die is used to fuel your stunts. A stunt die is expended when you use it. You regain your expended stunt dice when you finish a short or long rest.


When another creature damages you with a melee attack, you can use your reaction and to reduce the damage by 1d10 + your Dexterity modifier + your rogue level.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.


At 9th level, your fencing skill shakes your opponent’s morale. As an action, you can make a Charisma (Intimidation) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against you and can’t make opportunity attacks against you. This effect lasts for 1 minute or until you and the target are more than 60 feet apart.

Advanced Musketeering

Starting at 13th level, you gain an additional stunt from among those available to the Gunslinger archetype. You gain one additional stunt die and your stunt die increases to d8s.

Luck of the Draw

Beginning at 17th level, your mastery of weapons lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can’t use this feature again until you finish a short or long rest.

Section 15: Copyright Notice

5E RPG: Steampunk Adventures. Copyright 2022, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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