Base Class: Rogue
Many rogues utilize stealth to their advantage, preferring tight spaces and dense cover to open fields but none is more equipped to deal with either than perhaps the Quickdraw. With eyes like falcons and hands steadier than statues, all organizations value the Quickdraw as highly effective assassins who don't need to risk unnecessary capture by getting in close for the kill. Many prefer the simplicity of a shortbow, though many more enjoy the power of a crossbow. Regardless of their weapon, a Quickdraw is most dangerous while hidden and at range of their opponents. If one's guard drops for even a second while fighting a Quickdraw they will soon find themselves in the grasp of the Raven Queen.
Firearm Proficiency
Talk to your DM about the access and availability of guns in the game you're playing, if your DM is allowing guns in their world you gain proficiency with firearms when you choose this archetype at 3rd level. You also gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
Hidden Quickdraw
At 3rd level, you have learned how to conceal yourself where others cannot. You can attempt to hide even if you are only lightly concealed.
Steady Handed
At 3rd level, you have learned how to steady yourself completely, allowing you to find the weakness of almost any target.
You can use your bonus action to gain advantage on your next ranged attack roll. However, you can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Quickdraw's Eyes
At 9th level, you have gained the ability to see in low light.
If you're playing a race without Darkvision you gain Darkvision, giving you a Darkvision range of 60 feet. If you're playing a race with Darkvision your Darkvision becomes Superior Darkvision, giving you a Darkvision range of 120 feet. If you're playing a race with Superior Darkvision you have Perfect Darkvision, giving you a Darkvision range of 180 feet.
You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
Quick Shot
At 13th level, you have learned how to reload your weapon and fire at incredible speeds. You can reload any firearm as a bonus action. In addition, You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. This feature ignores the loading and reload properties. However, you must still have the ammunition for each target, as normal, and you make a separate attack roll for each target.
You may use this feature a number of times equal to your Dexterity modifier (minimum of 1). This resets after a long rest.
Hidden From Sight
At 17th level, when you use your Quick Shot ability and you have Sneak Attack on the first shot you can roll half the number of Sneak Attack dice on every other creature.
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