Base Class: Rogue
You take dirty jobs. Don't much care what they are. You wield guns and other ranged weapons with maximum efficiency, and are a master of talking your way into and out of any job, and shooting your way out when that fails. You train yourself to make precise, exploitative and dirty strikes and communication and never run into the problem of falling victim of a deal gone bad.
Quick Trigger Finger
When you choose this archetype at 3rd level, you have honed your skills to avoid being taken advantage of, even when taken off guard. If you are surprised, you are still able to act in the first round of combat, acting at your initiative minus 10.
Gunslinger's Reflexes
At 3rd level, when you fire a ranged weapon with the loading or reload property, you can choose to make a DC 20 Dexterity (Sleight of Hand) check. On a success, you ignore that property for that weapon for 1 minute. Once you use this feature, you cannot use it again until you complete a short or long rest. The DC for this check decreases to 15 at 13th level.
Additionally, you can use your Cunning Action to make a Wisdom (Perception) or Intelligence (Investigation) check.
An Offer They Can't Refuse
Starting at 9th level, your senses and social skills are honed to get the most out of your deals. You have advantage on Charisma (Persuasion) and Wisdom (Insight) checks when making deals or bartering for prices.
Additionally, you can use an action to make a jarring threat disguised with a honeyed offer to a creature within 60 feet of you. that can hear you and is able to understand you. That creature must succeed a Wisdom saving throw or be frightened of you for 1 minute. The DC for this save is 8 + your proficiency bonus + your Charisma modifier. While the creature is frightened of you, you have advantage on Charisma checks in order to get them to back down or offer you a favorable deal. A creature can repeat the saving throw at the end of each of their turns, ending the effect on themselves on a success. If they succeed the saving throw, they are immune to this ability for 24 hours.
Superior Evasion
Once you reach 13th level, you can react to danger much more effectively than most, even when caught off guard. When you make a Dexterity saving throw, you can use your reaction to reload a ranged weapon with the reload or loading property.
Never Miss the Mark
By 17th level, you can make damn sure your shots hit by putting yourself in the line of fire to do so. When you make an attack roll, you can choose to add +10 to the result. You can do this before or after the roll is made, but before it is determined to be a success or failure. When you do this, until the end of your next turn, your movement speed is halved, you cannot take reactions, and attacks against you are made with advantage.
Firearm Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with firearms that do not have the heavy property.
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