Rogue
Base Class: Rogue

The Pistol is the thing. Live or die by the gun. In a time when no real judicial system existed and disputes were most often resolved by deadly duels, the frontier became a breeding ground for criminal gangs and hired guns who robbed merchant caravans and banks, rustled cattle and killed lawmen. Whether or not they were morally corrupt and dishonorable, they have become the hallmark of the Outlaw.

Ambush Gunner

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Outlaw Audacity

Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

Quick Draw

Starting at 3rd level, Your lightning fast reflexes and diligent practice enable you to attempt to gain surprise by succeeding in a sleight of hand check against everyone's passive perception. Anyone who rolls a higher initiative will not be surprised in this way.  

Outlaw Swagger

At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion or intimidation) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the intimidation check and the creature is hostile to you, it has the frightened. A frightened creature has disadvantage on attack rolls and ability checks while the source of its fear is within its line of sight, in addition the creature cannot willingly move closer to you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.

If you succeed on the Persuasion check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

Interrupting Shot

Interrupting Shot
Starting at 13th level, you have trained your reflexes to act in the blink of an eye, interrupting your opponents with a perfectly timed, debilitating shot.
Description:
When a creature that you can see within your firearm's range starts to take an action or casts a spell, you can use your reaction to make a single ranged attack against that creature.
If your attack hits, the creature takes normal weapon damage and must make a Wisdom saving throw. The saving throw DC equals 8 + your Charisma modifier + your proficiency bonus.
On a failed save, the creature's current action is interrupted, effectively cancelled, and it is stunned until the start of its next turn (meaning it is Incapacitated, cannot move, speaks falteringly, fails Strength/Dexterity saves, attacks against have advantage.). Consumables, spell components, scrolls, potions etc... required for the interrupted action are lost. 
You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a short or long rest.

One shot one kill

Beginning at 17th level, your mastery of the pistol allows you to turn every precise hit into a catastrophic blow. When you score a critical hit with a firearm attack, you roll three times the weapon’s damage dice, instead of the normal twice.
This feature synergizes with your 3rd-level "Ambush Gunner" ability, making critical hits against surprised creatures exceptionally deadly.

Previous Versions

Name Date Modified Views Adds Version Actions
11/18/2025 11:03:16 PM
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