Base Class: Rogue
Outlaws are people who are on the run from something, or in search of something. Whether it be cops, debtors, bounties, or their past, Outlaws are drifters on a search, and they go where they please.
Gunslinging subclass. You can flavor this as a crossbow or bow user with ricocheting arrows.
Bar Fight
At level 3, you’re too used to bar fights, and it has caused you to pick up a thing or two.
You can use your Dex modifier for unarmed damage and as your modifier for fist weapons, like brass knuckles. Fist weapons count as Finesse weapons for you and you become proficient with them.
You become proficient and gain expertise in Sleight of Hand.
You become proficient with firearms.
You can draw your firearm and fire in the same action.
You can fully reload your firearm with a single Bonus Action.
Saddle Tramp
At level 3, you can cast Find Steed twice per Long Rest.
You also gain proficiency in Animal Handling.
Deadeye
At level 3, when you perform a Sneak Attack with your Firearm, you can choose an enemy within 50ft and in line of sight of the enemy affected by Sneak Attack to be hit by your ricocheting bullet. The ricochet damage is fixed, it equals half of your Sneak Attack damage plus your full weapon damage, including modifiers. You still have to roll for accuracy.
Additionally, when you shoot and hit an enemy with your firearm, even after Sneak Attack, you may choose to fire a follow up shot at the same enemy as a Bonus Action with Disadvantage.
Unerring Accuracy
At level 9, when rolling accuracy for a Sneak Attack with a firearm and ricochet shots, you may add +2.
When firing a Sneak Attack, you may choose a 2nd enemy for the bullet to ricochet to, within 50ft of either previous enemy. Weapon damage is still fixed.
Additionally, you may choose to forego the ricochet in favor of another effect on your Sneak Attack. Choose between:
The shot enemy receives a -1 to AC until the start of their next turn.
The shot enemy takes an additional 1d6 piercing damage from all damage sources until the start of their next turn.
Vagabond
At level 9, you regain 75% of your hit points on a short rest.
Additionally, you gain a Climbing Speed of 15ft.
Your movement speed also increases by 5ft.
You may now choose to shoot locks instead of using tools for lock picking, which decreases the DC by 6.
Just Lucky
Starting at level 13, you choose a lucky number between 2–19. You crit when you roll this number now.
Once per Long Rest, when you roll a crit at any point, you can choose to store that crit for whenever you want to use it later in the day. You must reroll afterwards. Stored crits disappear after a Long Rest.
When Sneak Attacking with a firearm, you may choose another enemy for your bullet to ricochet to. This attack also deals half of the Sneak Attack damage and the full weapon damage die.
Dodge Roll
At level 13, when you take the Uncanny Dodge reaction, you can roll up to half of your movement speed away without provoking attacks of opportunity, and reload your firearm in the same reaction. The next attack roll made against you has Disadvantage.
Wanted
At level 17, you can ricochet your Sneak Attack to one more enemy.
Your ricochet attacks now deal full Sneak Attack damage.
You may choose to forego your ricochet for one of these effects on your Sneak Attack instead:
Weaken: Shot enemy receives -2 to AC until the start of their next turn.
Fester: Shot enemy can not gain HP or temporary HP for 1 round.
Offset: The next attack roll made against the shot enemy has Advantage.
Gouge: Shot enemy takes 1d8 piercing damage from all sources of damage until the start of their next turn.
Cunning Drifter
When you use Cunning Action Dash, Disengage, or Hide, you may make one normal weapon attack for free.
Your movement speed increases by 5ft.
Killing an enemy with the ricochet part of your Sneak Attack grants you temporary HP equal to your proficiency bonus.
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