Base Class: Rogue
Outlaw Flourishers
Starting at 3rd level, when you make an attack roll against a target that has the potential to deal sneak attack damage, you can choose to expend a number of sneak attack dice from your pool (listed next to the flourish) before making your attack roll, applying one of the following effects instead:
- Distracting shot: 1d6. The target cannot take reactions until the start of your next turn
- Debilitating Shot: 1d6. The target revives a -1 penalty to the next attack roll, ability check, or saving throw they make
- Pin Down: 2d6. The target's movement is reduced to 10ft until the start of your next turn
- Ricochet Shot: 2d6. On a successful hit with a ranged attack, you can make another attack roll against a different target within 30ft of your target creature. On a successful hit, the target takes 2d6. of your weapon's damage type
- Wrangle: 2d6. On a successful hit with a melee attack, the target creature must make a dexterity saving throw or become grappled by you
- Freeing Shot: 2d6. The target creature must make a strength saving throw or release a creature it's causing to be grappled or restrained
- Rapid fire: 3d6. You can make another weapon attack as a bonus action immediately, regardless of if your attack roll hits or misses. You ignore the Loading property of any weapon you wield while using this flourish
- Wounding Shot: 3d6. The target cannot regain hit points until the start of your next turn
- Concussive Shot: 3d6. If the target creature is maintaining concentration on a spell, the dc of their concentration check is increased by 3d6 on a successful hit
- Marking Shot: 4d6. The target cannot be hidden or invisible until the start of your next turn
- Expert Shot: 5d6. You can add your proficiency bonus to your attack roll, even if you're already proficient in the weapon
- Kill Shot: 10d6. On a successful hit, the target must make a Constitution Saving Throw. On a failed save, the creature takes an additional 20d6 damage of your weapon's damage type. This flourish can only be used once per long rest
You can only grant one flourish to your attack, but you can add the flourish's effect multiple times if you have enough sneak attack dice to expend. For example, you can expend 4d6 on a Debilitating Shot to inflict a -4 penalty on your target, or expend 6d6 to create a chain of 3 Ricochet Shots which bounce from creature to creature. You cannot use flourishes that cost more than your maximum sneak attack dice pool.
If a flourish requires a saving throw, the DC = 8 + your proficiency bonus + your dexterity modifier.
Grit
Starting at 9th level, your Evasion feature also applies to Constitution and Strength saving throws
Double Barreled
Starting at 13th level, you can use two Outlaw Flourishes on your attack, provided you have enough Sneak Attack dice to expend to use both. If a flourish allows you to attack multiple creatures, the second flourish can only effect one creature of your choice.
Quick Draw
Starting at 17th level, your quick draw reflexes can interrupt foes mid-strike.
You can cast Counterspell, as a reaction against a creature within your reach, or within the short range of a ranged weapon. Your Dexterity modifier is considered to be your spellcasting modifier for the purpose of this feature. In addition you can use this feature to interrupt a hostile creature making a successful attack roll within the same range. As a reaction, make a dexterity check against a DC equal to 10 + the creature's attack bonus. On a successful check, the creatures attack is wasted. You can use this feature 6 times, regaining all uses at the end of a long rest.
Outlaw fourishes
Starting at 3rd level, when you make an attack roll against a target that has the potential to deal sneak attack damage, you can choose to expend a number of sneak attack dice from your pool (listed next to the flourish) before making your attack roll, applying one of the following effects instead:
- Distracting shot: 1d6. The target cannot take reactions until the start of your next turn
- Debilitating Shot: 1d6. The target revives a -1 penalty to the next attack roll, ability check, or saving throw they make
- Pin Down: 2d6. The target's movement is reduced to 10ft until the start of your next turn
- Ricochet Shot: 2d6. On a successful hit with a ranged attack, you can make another attack roll against a different target within 30ft of your target creature. On a successful hit, the target takes 2d6. of your weapon's damage type
- Wrangle: 2d6. On a successful hit with a melee attack, the target creature must make a dexterity saving throw or become grappled by you
- Freeing Shot: 2d6. The target creature must make a strength saving throw or release a creature it's causing to be grappled or restrained
- Rapid fire: 3d6. You can make another weapon attack as a bonus action immediately, regardless of if your attack roll hits or misses. You ignore the Loading property of any weapon you wield while using this flourish
- Wounding Shot: 3d6. The target cannot regain hit points until the start of your next turn
- Concussive Shot: 3d6. If the target creature is maintaining concentration on a spell, the dc of their concentration check is increased by 3d6 on a successful hit
- Marking Shot: 4d6. The target cannot be hidden or invisible until the start of your next turn
- Expert Shot: 5d6. You can add your proficiency bonus to your attack roll, even if you're already proficient in the weapon
- Kill Shot: 10d6. On a successful hit, the target must make a Constitution Saving Throw. On a failed save, the creature takes an additional 20d6 damage of your weapon's damage type. This flourish can only be used once per long rest
You can only grant one flourish to your attack, but you can add the flourish's effect multiple times if you have enough sneak attack dice to expend. For example, you can expend 4d6 on a Debilitating Shot to inflict a -4 penalty on your target, or expend 6d6 to create a chain of 3 Ricochet Shots which bounce from creature to creature. You cannot use flourishes that cost more than your maximum sneak attack dice pool.
If a flourish requires a saving throw, the DC = 8 + your proficiency bonus + your dexterity modifier.
Grit
Starting at 9th level, your Evasion feature also applies to Constitution and Strength saving throws
Double Barreled
Starting at 13th level, you can use two Outlaw Flourishes on your attack, provided you have enough Sneak Attack dice to expend to use both. If a flourish allows you to attack multiple creatures, the second flourish can only effect one creature of your choice.
Qick Draw
Starting at 17th level, your quick draw reflexes can interrupt foes mid-strike.
You can cast Counterspell, as a reaction against a creature within your reach, or within the short range of a ranged weapon. Your Dexterity modifier is considered to be your spellcasting modifier for the purpose of this feature. In addition you can use this feature to interrupt a hostile creature making a successful attack roll within the same range. As a reaction, make a dexterity check against a DC equal to 10 + the creature's attack bonus. On a successful check, the creatures attack is wasted. You can use this feature 6 times, regaining all uses at the end of a long rest.
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