Rogue
Base Class: Rogue

Cowboys are some of the roughest, toughest, thrill-seeking people around. Whether it's shooting guns or riding bulls, they are constantly finding themselves in dangerous situations yet almost always make it out with little more than cuts and bruises. Cowboys are crafty, cunning, and equally as daring. Normally identifiable by their boots, belt buckles, and hats. They are often seen wearing a revolver on their hip or rifle on their back.

Outlaw’s Flourish

Big Iron- Gain proficiency with firearms

Starting at 3rd level, when you make an attack roll against a target that has the potential to deal sneak attack damage, you can choose to expend a number of sneak attack dice from your pool (listed next to the flourish) before making your attack roll, applying one of the following effects instead:

  • Distracting shot: 1d6. The target cannot take reactions until the start of your next turn
  • Debilitating Shot: 1d6. The target revives a -1 penalty to the next attack roll, ability check, or saving throw they make
  • Pin Down: 2d6. The target's movement is reduced to 10ft until the start of your next turn
  • Ricochet Shot: 2d6. On a successful hit with a ranged attack, you can make another attack roll against a different target within 30ft of your target creature. On a successful hit, the target takes 2d6. of your weapon's damage type
  • Wrangle: 2d6. On a successful hit with a melee attack, the target creature must make a dexterity saving throw or become grappled by you
  • Freeing Shot: 2d6. The target creature must make a strength saving throw or release a creature it's causing to be grappled or restrained
  • Rapid fire: 3d6. You can make another weapon attack as a bonus action immediately, regardless of if your attack roll hits or misses. You ignore the Loading property of any weapon you wield while using this flourish
  • Wounding Shot: 3d6. The target cannot regain hit points until the start of your next turn
  • Concussive Shot: 3d6. If the target creature is maintaining concentration on a spell, the dc of their concentration check is increased by 3d6 on a successful hit
  • Marking Shot: 4d6. The target cannot be hidden or invisible until the start of your next turn
  • Expert Shot: 5d6. You can add your proficiency bonus to your attack roll, even if you're already proficient in the weapon
  • Kill Shot: 10d6. On a successful hit, the target must make a Constitution Saving Throw. On a failed save, the creature takes an additional 20d6 damage of your weapon's damage type. This flourish can only be used once per long rest

You can only grant one flourish to your attack, but you can add the flourish's effect multiple times if you have enough sneak attack dice to expend. For example, you can expend 4d6 on a Debilitating Shot to inflict a -4 penalty on your target, or expend 6d6 to create a chain of 3 Ricochet Shots which bounce from creature to creature. You cannot use flourishes that cost more than your maximum sneak attack dice pool.

If a flourish requires a saving throw, the DC = 8 + your proficiency bonus + your dexterity modifier.

(Copied from Ethan Catt)

Grit

Starting at 9th level, your Evasion feature also applies to Constitution and Strength saving throws

(Copied from Ethan Catt)

Double Barreled

Double Barreled

Starting at 13th level, you can use two Outlaw Flourishes on your attack, provided you have enough Sneak Attack dice to expend to use both. If a flourish allows you to attack multiple creatures, the second flourish can only effect one creature of your choice.

Deadeye

Deadeye

You make an attack roll against a number of creatures within the range of your weapon equal to your proficiency bonus. You can do this action once per long rest.

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