Base Class: Rogue
Everyone has a plan till they get shot. A quick draw specializes in attacking their opponents before they can even react. Traditional quick draws primarily used a short single edged blade that could be wielded in one or both hands, the slight curvature of the sword allowing the user to draw and cut in a single motion. Recently, some quick draws started experimenting with small ranged weapons in an easily accessible holster. whatever their styles, all quickdraws follow the philosophy of striking first, and striking hard.
Weapon Specialty
3rd-level Quick Draw feature
A speedy draw requires lots of repetition training to form specific muscle memory with specific weapons. Through this training, you have become more adept at using certain types of weapons. Choose one of the following options.
Flashing Steel
Longswords you wield count as having the finesse property for you. In addition, when you are wielding a finesse weapon and nothing else, you gain a +2 bonus to attack rolls, and a +1 bonus to damage rolls you make with that finesse weapon.
Whirling Lead
You gain proficiency with all firearms. Pistols you wield lose the loading property, and gain the reload (6 shots) property. In addition, attacks you make with firearms ignore half cover and three-quarters cover. Finally, you gain proficiency in the Animal Handling skill.
Unexpected Strike
3rd-level Quick Draw feature
If you were not wielding or holding any weapons at the start of your turn, you can draw one weapon as a free action until the end of your current turn.
You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack if you weren't holding any weapons at the start of your current turn and if you didn't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
In addition, you can add 1d6 to your initiative rolls.
No Hesitation
9th-level Quick Draw feature
With training, your draw is so quick that you can surprise enemies even if they are aware of your location. You have advantage on initiative rolls. In addition, when combat starts but before a creature takes their first turn you can use this feature to make a Dexterity (Sleight of Hand) check contested by every other creature in combat's Wisdom (Insight) check or Initiative roll (the target chooses which check to make). The target makes these rolls at disadvantage if they are incapacitated. If you succeed, you subject the target to the surprised condition.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Draw!
13th-level Quick Draw feature
In a duel the first strike is often the most crucial. You have advantage on attack rolls you make against surprised creatures. In addition, the first weapon attack you make in a combat encounter is a critical hit, and ignores both resistances and immunities.
Wandering Master
17th-level Quick Draw feature
After years of duelling, fighting, and training, you can finally claim to be a master of your craft. Your body instinctively gets into a stance at the first sign of danger, your reaction speed is unmatched, and you can take advantage of even a millisecond of hesitation. Choose The Ranger or The Ronin, this choice can not be changed later.
The Ranger
- Fan the Hammer: As an action, you can target up to 6 creatures that have a lower initiative score than you within your weapons normal range, make one ranged weapon attack against each of them using one ranged weapon. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. If you kill 6 creatures using this feature, you regain one use of this feature.
- Bottle Shooting: Whenever you make a ranged weapon attack against and object, you can give yourself a +10 bonus to that attack roll.
The Ronin
- Ikken Hissatsu: As an action, you can target one creature within your melee attack range. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, you can make one melee weapon attack against them. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. If you kill an creature that isn't missing any of its hit points using this feature, you regain one use of this feature.
- Flash Step: If you were not wielding or holding up any weapons at the start of your turn, you can move up to 30 feet in a straight line once on your turn without provoking opportunity attacks as a free action. This can not be broken up between other actions.
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