Base Class: Rogue
Its a rough life on the frontier, where speed and a quick wit keep you on your toes and above dirt. Whether a hired killer, bounty hunter, vigilante, or lawman, its a kill or be killed kinda world, and being fast on the draw lets you choose who lives and who dies.
Rough Rider
Life on the frontier is tough, but you're tougher. When you choose this archetype at 3rd level, you gain proficiency in the Survival, Animal Handling and Intimidation skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Quickdraw
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies, and you are always on the lookout for danger. You gain the following benefits:
- You gain proficiency with firearms.
- You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet.
- Your firearm weapon attacks score a critical hit on a roll of 19 or 20 when the creature hasn’t taken a turn in combat yet.
Six-Shooter Expertise
Starting at 9th level, you can use your bonus action to make an extra attack with a six-shooter gun after a successful hit against up to six creatures within ten feet of a point you can see that have not yet taken a turn in combat, until you miss. Make each attack one at a time; if you miss an attack your streak ends and you can make no more additional attacks. If you roll a critical hit on an extra attack, roll sneak attack damage, even if already used that round.
Cunning Combatant
At 13th level and accustomed to rough-and-tumble fighting, you can use dexterity instead of strength for the attack and damage rolls of your unarmed strikes and improvised weapons, and gain proficiency with improvised weapons. You can roll a d8 in place of the normal damage of your unarmed strike; this increases to d10 at level 17. You may make ranged improvised weapon attacks within reason.
Additionally, when you hit a creature with an unarmed strike or improvised weapon, as a bonus action you may force the creature to make a Dexterity saving throw (DC 8 + your Dexterity modifier + your Proficiency bonus). On a failed save you may interact with the environment to narratively impose the Restrained, Prone, or Blinded condition on the creature; the effect will either end at the end of the creature’s next turn or require an action to end the effect, to be determined by the DM.
For example, you used your bonus action to shoot down a chandelier that falls on the creature, restraining it until it uses its action to make athletics check to break the restraint. This is meant to be a narratively fun ability.
Hair-Trigger Reflexes
When you reach 17th level, you have become adept at gaining advantage against enemies. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.
Previous Versions
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4/15/2022 6:36:50 PM
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1.1
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4/17/2022 11:41:45 PM
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13
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1.2
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Coming Soon
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