Base Class: Rogue
In certain precarious situations, relying solely on stealth and charisma may not suffice. Occasionally, all you require is your dependable Revolver, an ample supply of Bullets, and targets that happen to be slightly slower than you. Whether you assume the role of a hired killer, bounty hunter, vigilante, or lawman, it's a world where survival hinges on kill others before they kill you. Being swift on the draw empowers you to determine the fates of those who live and those who perish.
This Subclass borrows Quickdraw, Six-Shooter Expertise and Hair-Trigger Reflexes from Rama_Retta´s Quickdraw Gunslinger because I liked them
Revolver Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Revolver Fighting Style option more than once, even if you later get to choose again.
- Precision. You gain a +1 bonus to attack rolls you make with Revolvers.
- Deadliness. You gain a +2 bonus to Damage rolls you make with Revolvers.
- Showoff. You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)
- You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
- Western Dueling. When you are wielding a Ranged weapon in one hand and no other weapons, you gain a +2 to Iniative.
- Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a ranged weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Close Quarters Shooter. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
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.
Duelist Style
Starting at 13th level, while in a Standoff (What a Standoff Mechanicaly is is ruled by your DM) you adopt a particular style of Dueling as your specialty. Choose one of the following options.
- Honorable Gunman. Your firearm weapon attacks score a critical hit on a roll of 17 when the Oppounent hasn’t taken a turn in combat yet.
- Faster then my own Shadow. You get a +5 on Iniative Rolls for the duration of the Duel
- Cheapshot. If your Opponent is afflicted with a Status Condition or is Suprised and you Hit first your hit is Automaticly considered Critical
- 2 Against 5. (Two-Weapon Fighting only) When you are Holding 2 Revolvers you may make 3 Additonal Attacks (to a Maximum of 5). You gain a -5 Penalty to the attack rolls you make this way.
- 5 Fingers for a Bullet a piece. (Showoff Only) Your DC for Showoff Manuevers is increased by +5 for the Duration of the Duel (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier +5) you also gain the Disarming Strike Manuever if you dont already have it for the duration of the Duel.
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.
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