Rogue
Base Class: Rogue

Wandering the lands as a drifter is a difficult life for most. But you are not like most people. No, you live for adventure, or perhaps you do not feel deserving of a quiet life? Can you not stomach watching the innocent suffer under an oppressor, or do you seek fortune? For whatever reason you travel, you've become very aware of how cruel the world can be, and you will need to fight just as unfairly to see the next sunrise. Your reflexes and wit need to be sharper than a vorpal sword to last long out there, but you knew that didn't you. Your legend begins now. May you leave your fellow desperados a great campfire story to spread far and wide for generations to come.

Quick Draw.

When taking this subclass, you gain proficiency with all ranged weapons (Including firearms if your DM allows them) and whips.
Ranged weapons used by you can ignore the loading property if they have it.

When an opponent attempts to make a ranged attack, whether that be via a weapon or spell, you can use your reaction to draw any ranged weapon or whip for a Quick Draw. Roll a Sleight of Hand roll, and if it is greater than the opponents attack roll, you fire your weapon before they managed to attack. This can be done an amount of times equal to your Proficency bonus + your Dex mod before needing a long rest.

Cowboy Up

  • You gain Proficiency in Animal handling
  • You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated. Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
  • When on a mount, you can now use your Quick Draw on creature who attempt you melee you or your mount.

Lasso Tricks

Starting at 9th level, you can preform a ranged grapple with use of a whip, rolling an attack with said whip VS the opponents Athletics or Acrobatics. If you succeed, the target is immediately dragged 5 feet closer to you. You gain sneak attack bonus to anyone grappled in this way, and if on your mount, they can be dragged behind you with no movement cost as long as there one size smaller than your mount.

 

No Hesitation

In a duel the first Strike is often most important. You have Advantage on Initiative Rolls, as well as Advantage on any opponents who are Suprised, or more than 30 feet from you.
Your first Ranged or Whip attack made in combat is an automatic Critical Hit.

Its High Noon

When you reach 17th level, you have become a master with your weapons and a master of Duels. In combat you may choose up to 3 creatures that rolled lower than you on initiative. You fire shots right between there eyes. If that creature has less than 100 hit points, they die. Otherwise they are hit with an Automatic Critical Hit. This can be done Once a day.

Comments

Posts Quoted:
Reply
Clear All Quotes