Base Class: Rogue
Brigands are masters of the hold-up. Theirs is the life and practice of highway robbery, piracy, and plunder. They usually live in a gang that subsists by pillage and robbery, though some may have originated from more reputable beginnings.
Towards the end of wars, irreconcilables may refuse to accept the loss of their cause, and may continue hostilities using irregular tactics. Upon capture by the victorious side, whether the capturing power has to recognize them as soldiers (who must be treated as prisoners of war) or as brigands (who can be tried under civilian law as common criminals) depends on whether the detainees "respect the laws and customs of war" and whether they operate within a chain of command and are "not persons acting on their own responsibility".
Through mastery of firearms, swords, guerilla tactics, and intimidation, the brigand's work is swiftly done.
Firearm Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
Quick Shots
When you choose this archetype at 3rd level, you gain the ability to use your Cunning Action feature to Reload as a bonus action.
Nobody Needs to Get Hurt
Upon choosing this archetype at 3rd level, you gain proficiency in Intimidation. Your proficiency bonus is doubled for any ability check you make that uses this proficiency.
Hold-up
Starting at 9th level, you have advantage on initiative rolls. In addition, during the first round of combat you may use an Action to make a Charisma (Intimidation) ability check. Each creature you choose within 10' of you that has not yet taken a turn in combat must make a Wisdom (Insight)check contesting the result of your check. Each creature that fails to meet or exceed your result is frightened until your next turn, and may not move or take actions while in this condition. If you or an ally deals damage to a creature frightened by this ability, the condition ends for all creatures affected by this ability. Once you have used this ability, you may not use it again until you have completed a short or long rest.
Dueling Stance
By 13th level, you have mastered the use of sword and pistol in tandem. While you are wielding a finesse weapon with which you are proficient, you ignore the Loading property of a firearm or hand crossbow you are holding.
Terrifying Assault
When you reach 17th level, you have become adept at taking advantage of the fear your band inflicts on the hearts of its targets. You have advantage on attacks against enemies with the frightened condition. In addition, any hit you score against a creature that is frightened is a critical hit.
Comments