Base Class: Fighter
A bell tolls. An old bugbear sits, leaning in a creaking wooden chair. He peeks up from behind his faded Stetson hat, out the window and into the center of town. A man dressed in dark leather, cloth covering his face, stands completely still, looking back at the bugbear. They stand in the center of town, staring at each other without a word. A bell tolls. They stand back to back. 10 paces. 9 paces. 8 paces. 7. 6. 5, 4, 3, 2, 1. A bell tolls, and only one gunshot is heard. The leather-bound visitor falls to the ground, pistol still holstered.
Bonus Proficiencies
You gain proficiency in the Intimidation skill and with Firearms.
Brand of the Law
When you take Sheriff at 3rd level, when you hit an attack against a humanoid, you can use your bonus action to make a Charisma (Intimidation) check against their Passive Insight. If you succeed, that creature becomes afraid of you. The creature can repeat the saving throw at the beginning of each of their turns. The creature automatically succeeds if they are not a humanoid.
Grasp of the Law
Starting at 3rd level, once per long rest, you can cast Hold Person. Your spellcasting ability is Strength.
Sheriff's Duty
When you reach 7th level, you can choose one of the following options; Man of the People or Quickdraw. Your choice grants you different abilities.
Man of the People
You have advantage on Charisma (Persuasion) checks when you are attempting to calm another person down. Additionally, your Second Wind affects all creatures of your choice within 15ft, and heals an additional amount equal to your Fighter level.
Quickdraw
When you hit with a ranged attack using a firearm, you can spend Quickdraw points as a bonus action to shoot again with an additional effect. Your number of Quickdraw points is equal to 1 + your Dexterity modifier (minimum of one). For effects requiring a save, the DC is equal to 10+ your proficiency modifier.
Aware Protector
Starting at 10th level, while you are conscious, you cannot be Surprised. Also, you gain proficiency in Wisdom (Perception) checks, and you do not have disadvantage on these checks while in the dark.
Lil' Deputy
Beginning at 15th level, you gain the ability to cast Conjure Elemental twice per long rest. The elemental you conjure wears a cowboy hat and is capable of speech, but can only say "Yee-haw!" and "This town ain't big enough for the two of us." whenever it defeats a creature.
Big Deputy
When you reach 18th level, you gain the ability to cast Incendiary Cloud. You cannot use this feature again until the next long rest. The cloud can take the form of an enormous cowboy hat, sheriff badge, or boot with a spur.
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