Rogue
Base Class: Rogue

A western inspired rogue subclass.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with firearms, tinker's tools, and two skills of your choice.

Quick Draw

Starting at 3rd level, your speed allows you to always shoot first. Your Dexterity modifier is doubled when rolling initiative.

Your first shot is always the deadliest, whenever you hit a creature your first attack each combat, that attack is a critical hit. If that attack would already be a critical hit, triple the amount of damage dice instead of doubling it.

You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 25 feet of it, no other creatures are within 10 feet of you or it, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Ten Paces

At 9th level, your movement speed increases by ten feet. In addition, when you roll initiative you can use you can move ten feet in a direction of your direction of your choice. This movement doesn't provoke opportunity attacks.

Not Big Enough

Starting at 9th level, increase the amount of D6 you roll for Sneak Attack by your proficiency bonus when you roll it against a creature that is your size or smaller.

High Noon

Starting at 13th level, as an action, if you have not made an attack this combat yet, choose a creature within 30 feet of you. That creature can't take actions or reactions until your next turn if it is the only creature within 30 feet of you. At the end of that creatures next turn, you can use your reaction to make a weapon attack against that creature with advantage.

One Shot, One Kill

Beginning at 17th level, whenever you score your first critical hit each combat, the creature must make a constitution saving throw. If the creature fails, they die instantly. Otherwise, the target takes 10d10 necrotic damage.

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