Rogue
Base Class: Rogue

utlaw rogues are the unscrupulous scoundrels of Azeroth. Operating outside the law, they bend the rules and distort the truth to get what they need. While they share plenty in common with other rogues, these outlaws have little use for tact or discretion, happy to engage in a tavern brawl or spontaneous duel, rarely patient enough to wait in stealth for the opportune time to engage. To survive in such a world, outlaws must become master swordsmen in toe-to-toe combat—and they can’t shy away from fighting dirty. If blade fails to cut too deeply, the outlaw takes advantage of a concealed pistol, catching the enemy by surprise with a quick blast.

Pistol Shot

Starting at third level, once per short rest as a Bonus Action, you can draw a pistol from your belt and give a follow-up shot from a pistol, using your standard attack modifier and dealing an amount of damage to your Sneak Attack.

Roll the Bones

Starting at 9th level, you gain the ability to call upon the  fabric of fate and luck itself, to 'roll the die of fate'. Once per Long Rest, you roll a 1d6 and gain a  benefit based on the roll:

1: Gain an additional attack with your Main Hand.
2: Gain an additional 2 Sneak Attack damage die.
3: Gain 2 dodge bonus to your AC
4: Regain the use of your Pistol Shot ability. If you have not yet used your Pistol Shot ability, gain a second use. This second use expires next time you take a short rest.
5: Gain Advantage on your next attack roll. If you have advantage already, you can instead deal Sneak Attack damage with both weapons.
6: Your next attack criticals on a natural 15-20.

Blade Flurry

Starting at 13th level, a number of times per day = to your Dex modifier, you can unleash a devastating flurry of attacks on your target. You take an extra attack action; this action cannot be affected by Advantage or other Outlaw Rogue abilities, and it does not deal Sneak Attack. It can, however, score a Critical Hit.

Adrenaline Rush

Starting at 17th level, you become a master swordsman, capable of tapping into your reserve of energy at will. When you deal maximum damage with at least 1/2 of your Sneak Attack die, roll a d100. On an 80 or above, you instantly attack your target with your main hand weapon again; gaining all the benefits or active class features you normally would, including Sneak Attack die. If you roll maximum damage with 1/2 your sneak attack die a second time, you repeat this with your Off-Hand weapon. Adrenaline Rush cannot be triggered again for 1d4 turns.

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