Base Class: Rogue
Outlaws are rogues that make a living by traveling between continents in Proveia and tracking those with a bounty on their heads. In some places, outlaws are authorized by governments and mayors to do their work as long as they leave innocent lives out of the equation. Outlaws are known for their skills with firearms, and being able to aim for certain areas to debilitate their opponents, setting them up for future failure.
Outlaw Proficiency
3rd-level Outlaw feature
You gain proficiency with firearms, tinker's tools and woodcarver's tools or smith's tools.
Smith's Tools
You gain proficiency with smith's tools.
Woodcarver's Tools
You gain proficiency with woodcarver's tools.
Outlaw's Shot
3rd-level Outlaw feature
You learn to aim for spots on a foe's body to debilitate it. You gain a number of this feature's uses equal to your Dexterity modifier (a minimum of 1), which you use for this feature's effects. When you deal damage with your Sneak Attack feature using a firearm, you can cause one of the following effects by expending a use of your Outlaw's Shot.
Leg Shot. The creature must make a Constitution saving throw. On a failed save, its movement speed is reduced to 0 until the end of its next turn. On a successful save, its movement is halved instead.
Gut Shot. The creature has disadvantage on the next Constitution saving throw it makes before the start of your next turn.
Arm Shot. The creature must make a Constitution saving throw. On a failed save, the creature has disadvantage on attack rolls and on the next Strength saving throw it makes before the start of your next turn. On a successful save, it only has disadvantage on the next Strength save.
Hip Shot. The creature has disadvantage on the next Dexterity saving throw it makes before the start of your next turn.
Deadly Shot. You can reroll the attack's Sneak Attack damage. If you roll a 1 on any of the Sneak Attack's damage dice, you reroll that die and must use the new roll. After you reroll the attack's Sneak Attack damage, you can choose either total.
Bleeding Shot. Before the end of its next turn, the creature only regains half the number of hit points from any source of healing.
Panic Shot. The creature has disadvantage on the next Wisdom saving throw it makes before the start of your next turn.
You regain all expended uses of your Outlaw's Shot when you finish a long rest. Ooze creatures are immune to the effects of this feature.
Outlaw's Shot save DC = 8 + your proficiency bonus + your Dexterity modifier
Trigger Rush
9th-level Outlaw feature
You learn a special maneuver that allows you to quickly duck and hide after a shot. Once per turn when you make a ranged attack with a firearm, you can move towards an area that is behind cover or in light or heavy obscurement if it is within a distance equal to your base walking speed. If you move to an area where you can hide, you can also take the Hide action as part of this maneuver.
Quick Hammer
13th-level Outlaw feature
When you deal damage with your Sneak Attack feature using a firearm, you can expend a use of your Outlaw's Shot to make an additional ranged attack with the firearm as part of the attack. If the attack hits, it deals additional damage equal to half of the damage dealt with your Sneak Attack on that turn. You can gain this benefit no more than once per turn.
Identify Weakness
17th-level Outlaw feature
You learn another way to use your Outlaw's Shot. As a bonus action, you can expend a use of your Outlaw's Shot and choose a creature you can see within 60 feet of you. For 1 minute, your Sneak Attack against that creature deals an additional 2d6 damage if the attack was made with a firearm.
This feature is dismissed early if you choose to do so (no action required), are incapacitated, die or use it again.
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