Base Class: Rogue
Always on the run the Outlaw excels in disguises, gambling and Hit and Run tactics.
Quickdraw
Starting at 3rd level, you gain proficiency with One Handed Firearms. When you take the Attack action on your turn you may Stow and/or Draw one One Handed Firearm as a part of that action. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls using a One Handed Firearm. If you are not Incapacitated you have Advantage on Initiative rolls.
Honor Among Thieves
Starting at 3rd level, each dawn you may gain proficiency in either Persuasion or Deception this lasts until the next dawn if you already have proficiency in the skill of your choosing you may double your proficiency bonus for that skill gaining expertise, you may not choose the skill if you already have expertise in it. You have advantage on persuasion rolls against creatures with a Chaotic alignment and advantage on Deception rolls against creatures with a Lawful alignment.
Two Faced
Starting at 9th level, once per day you may cast Disguise Self, the duration of this spell is 6hrs. While under the effects of this feature you have advantage on Performance checks and attacks you make Crit on a 19-20.
Escape Artist
By 13th level, you have learned to escape and resist most magical confinement methods. When you have to make a saving throw against Enchantment school magic you may add your Charisma modifier to the roll. Once per long rest as an action you gain the ability teleport you and a number of people equal to your Charisma modifier to an unoccupied area within 30ft of you.
Dead Man Walking
Starting at 17th level, when you take damage, you can use your reaction to roll your sneak attack dice to lower the damage the damage you would of taken by that amount. Every time you use this feature you incur one point of Exhaustion.
Previous Versions
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