Base Class: Rogue
Before the omenpaths opened, Thunder Junction was an unspoiled plane. Now it's a lawless, wild land; perfect for a rogue like you. Some strangers rely on their physical strength or magic arts, but you're smarter than that. You aim to be meanest, deadliest outlaw in the Junction, with a newfangled weapon at your side.
Firearm Proficiency
When you choose this archetype, you gain proficiency with firearms.
High Noon
You have developed a paralyzing stare-down. When combat begins, you can make a Charisma (Intimidation) check against a single creature you are fully visible to, contested by the creature's Wisdom (Insight). If you succeed, the creature is surprised.
In addition, you have advantage on attack rolls against any creature that is surprised or hasn't taken a turn in the combat yet.
Stick Up
Your presence becomes especially intimidating. As an action, you can make a Charisma (Intimidation) check against a creature that isn't a Construct or Undead, contested against the creature's Wisdom (Insight) check. If you succeed, the creature has the frightened condition for 1 minute. While the creature is frightened, you have advantage on any ability check you make to influence its behavior, though it cannot be persuaded to do anything directly harmful to itself.
Quickest in the West
You have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and don't have the incapacitated condition, on your first turn in combat you can move and use the bonus action granted by your Cunning Action feature.
Fanning Shots
You are quick enough to fire multiple rounds from a firearm. When you take the Attack action with a firearm, you can make one additional attack with that same firearm as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.
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