Base Class: Rogue
Smugglers who run for their own reputation, "Solo" Rogues are quicker on the draw than most, cunning and crafty and able to skirt the law as needed to achieve their aims, yet still rising to the capability of a general when their loyalties are required, commanding fleets of tactical squadrons in grand battles of massive expense. The expertise of these often scruffy-looking drifters may seem difficult to understand, but when called upon to find a way to get things you need from point A to point B, the Solo is the guy you call upon to deliver you or your goods safely. Usually traveling alone or with only a small contingent, these outrunners are more than capable of dodging the authorities to haul literally anything or anyone to almost any place in the world. The speed at which they can travel with vehicles is often better than most, as they are excellent drivers, pilots, and seafarers. When challenged, they can often beat their opponents to the draw, delivering quick and deadly shots with their ranged weaponry.
When you go looking for a Solo Rogue, you can usually find them in wretched dive bars and scummy cantinas full of the worst criminal elements. To be a smuggler is to be a scoundrel, and they will skirt the law as they need to, evading the law and the authorities as often as possible. Being locked in a jail is bad for their business, after all. Most Solos are such ruthless opportunists that they may wind up in debt to powerful crime lords in their efforts to evade the law. Thus a Solo can be your best friend or your worst enemy if the coin is right.
Outrunner
3rd-level Solo Feature
At 3rd level, you learn how to get almost anything to almost any place that you possibly can, and you learn to look out for all the signs of the authorities. You gain proficiency in Cartographer's Tools, and all Vehicles. Additionally, if you would make a Wisdom (Perception) check to notice a target, you gain a +5 bonus to notice any target with uniforms, badges, crests, heraldry, or dress colors of any local or regional law or authority.
Lightning Draw
3rd-level Solo feature
At 3rd level, you learn to be quick on the draw to a degree where you are prepared for an attack faster than anyone else around you. You add your Proficiency Bonus to your Initiative score. Additionally, you may draw a weapon as part of any other action. You do not need to take any further action to draw a weapon or have a weapon in your hand, and when you stow a weapon away you may do so as part of any other action, also.
Better Lucky Than Good
9th-level Solo feature
At 9th level, you become extremely capable of escaping trouble. Whenever you make a successful Dexterity saving throw, you gain an instance of Elusivity. You can only have one instance of Elusivity at a time. Whenever you would be the target of a spell or attack roll, you can use a reaction and expend your Elusivity to become immune to the effects of that spell until the end of the turn or to cause that attack roll to miss.
Additionally, you gain Expertise with all Vehicle Use checks.
Ready for Anything
13th-level Solo feature
At 13th level, you gain the knowledge of how to be faster than anyone on the draw and how to optimize your uses of any device you're familiar with. Whenever you roll Initiative, you can cause your Initiative roll to be a 20. You can use this feature once before you must finish a long rest to use it again.
Additionally, you can now use your bonus action to activate any magic item, and its effect takes place immediately. Similarly, you can use your bonus action to become attuned to any magic item that requires your attunement, and likewise to become un-attuned from any item you are attuned to.
Heads-Up General
17th-level Solo feature
At 17th level, your heads-up awareness makes you a remarkable general, one who can guide a squadron of elusive commandos or vehicle pilots, and have them slip past or blow through any enemy they encounter. Whenever a creature of your choice within 30 feet of you makes a successful Dexterity saving throw, they gain an instance of Elusivity. A creature can only have one instance of Elusivity at a time. Whenever a creature within 30 feet of you is the target of a spell or an attack roll, that creature can expend their instance of Elusivity as a reflex action to become immune to that spell's effect until the end of this turn or to cause that attack roll to miss.
Additionally, if you roll a 9 or less on a Vehicle Use check, you may treat the die as if it rolled 10, instead.
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