Rogue
Base Class: Rogue

As an uncanny and potentially diabolical slinger, all but rumors are known of you, other than your ability to use your ranged weapon of choice to shape the course of a showdown to your will. Idealized as outlaws, marauders, or renegades, slingers see themselves above the laws of normal scoundrels and arbiters. The truth of the matter is that typically, they're simply vagabonds or drifters, attempting to put themselves in a situation that'll be harder to get out of than the last. 

Slinging Prowess

Starting at 3rd level, your efficacy with ranged weapons grants you the usage of flair shots: specialist techniques that can be implemented through the consumption of prowess points.

Flair Shots: You learn three flair shots of your choice, which are detailed under "Flair Shots" below. These flair shots alter your ranged weapon attacks in different ways. You can only use one flair shot per attack.

You learn two additional flair shots of your choice at 7th, 10th, and 15th level. Each time you learn new flair shots, you can also replace one flair shot you know with a different one.

Prowess Points: You have four prowess points. You consume a prowess point when you implement a flair shot with a ranged weapon attack. You regain all expended prowess points when you finish a short or long rest.

You gain another prowess point at 7th level, and one more at 15th level.

Saving Throws: Some flair shots require the target to make a saving throw to resist the flair shot's effects. The saving throw DC is calculated as follows:

Flair Shot save DC = 8 + your proficiency bonus + your Dexterity modifier.

Analytical Aim

Starting at 3rd level, you are a brilliant marksman with a discerning eye. Being so, you have another way to use your sneak attack against targets. As part of an attack, make a Wisdom (Perception) check or an Intelligence (Investigation) check against a target's AC; if you succeed, you may use your sneak attack against the target despite without the need of advantage.

You may use your sneak attack with this feature once before the start of your next turn.

Rattling Fire

Starting at 3rd level, you may use your ranged weapon to attempt to frighten and rattle a creature to its core. As an action, roll your sneak attack dice; the total is how many hit points of a chosen creature this feature can affect. If the sum of the sneak attack dice is equal to, or greater than the hit points of a creature, they become frightened for 1 minute. A creature frightened by this feature will obey basic commands from you, as long as the commands are comprehensible, and don't put the creature in harm's way. You can use this feature once per short rest.

Flair Shots

The flair shots are presented in alphabetical order.

Blinding Shot

When you successfully hit with a ranged weapon attack, you can expend a prowess point to attempt to blind a creature. The target must make a Constitution saving throw or become blinded. The creature may remake their saving throw at the end of their next turn to overcome the flair shot effect.

Disarming Shot

When you successfully hit with a ranged weapon attack, you can expend a prowess point to attempt to disarm a creature, forcing it to drop one item of your choice that it's holding. The target must make a Strength saving throw or become disarmed. On a fail, the target loses grasp of the item, potentially allowing it to fall to their feet.

Distracting Shot

When you successfully hit with a ranged weapon attack, you can expend a prowess point to attempt to distract a creature. The target must make an Intelligence saving throw or become distracted. While distracted in this manner, all creatures, other than you, have advantage on attack rolls against the target until the start of your next turn.

Forceful Shot

When you successfully hit with a ranged weapon attack, you can expend a prowess point to attempt to forcefully push a creature. The target must make a Strength saving throw or be pushed 15 ft away from you. 

Goading Shot

When you successfully hit with a ranged weapon attack, you can expend a prowess point to attempt to goad a creature. The target must make a Wisdom saving throw or become goaded. While goaded in this manner, all attack rolls the creature makes, that do not target you, have disadvantage until the start of your next turn.

Piercing Shot

Whether you successfully hit a creature with a ranged weapon attack and deal damage or not, you can expend a prowess point to attempt to make a ranged weapon attack through the original target at a creature within the original trajectory. Even if you hit both, you may only use your sneak attack on one creature.

Rending Shot

When you successfully hit with a ranged weapon attack, you can expend a prowess point to attempt to rend a creature. The target must make a Constitution saving throw or become rended. While rended in this manner, the creature is unable to use reactions until the start of your next turn.

Stopping Shot

When you successfully hit with a ranged weapon attack, you can expend a prowess point to attempt to stop a creature. The target must make a Dexterity saving throw or become stopped. While stopped in this manner, the creature's speed becomes 0 until the start of your next turn.

Walloping Shot

When you successfully hit a creature with a ranged weapon attack, you can expend a prowess point to attempt to wallop a creature. The target must make a Strength saving throw or be knocked prone.

Ricochet

Starting at 9th level, your marksmanship grants you the ability to hit targets not many other rogues could. When you make an attack roll, you can instead choose a point within your weapon's range to ricochet your attack off of. If this point has line of sight with a creature, you can make a ranged weapon attack against that creature, despite not personally having line of sight. You can only ricochet a ranged weapon attack off of one surface to hit a target. You may use this feature as many times as your proficiency bonus per long rest. 

Ranger's Sense

Starting at 13th level, when an enemy enters or exits your 10 ft reach, they provoke an opportunity attack (ranger's sense) from you. When you make the attack, you may use a ranged weapon to do so. 

Point Blank

At 13th level, with an unusual viciousness, you have proficiency with your ranged weapon attacks up close. Ranged weapon attacks no longer have disadvantage due to being too close to a target.

Eternal Showdown

Starting at 17th level you have mastered the slinger art of preparedness. When you enter combat, and don't have any more prowess points, you may use this feature to gain 1d4 + 1 prowess points. You may use this feature once per short rest.

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