Base Class: Rogue
You are a quickdraw, with fast hands and a sharp eye. A hard life beset by constant dangers and a dedication to practicing the art of dealing death have honed your senses, as well as your aim, to a keen edge.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with firearms and smith's tools. Your DM decides what firearms, if any, are appropriate for your campaign setting.
Fast Hands
Starting at 3rd level, you are a master at outdrawing your enemies, making you a truly deadly opponent. You add your proficiency bonus to your initiative rolls.
You have advantage on attack rolls against any creature that hasn’t taken a turn yet in the first round of combat. In addition, the first hit you score against such a creature with a ranged weapon attack is a critical hit. Once you hit a creature with this feature, you cannot use it again until you roll initiative in a new combat.
Deadly Threat
At 9th level, when you make threats people who value their lives tend to listen. As an action, you can make a Charisma (Intimidation) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.
If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.
If you succeed on the check and the creature isn’t hostile to you, it is frightened by you for 1 minute.
Hip Shot
Starting at 13th level, you have become so fast on the draw it unnerves and distracts your enemies.
You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.
Head Shot
Starting at 17th level, you become a master of instant death. When you attack with a ranged weapon and hit a creature that has not taken a turn yet in the first round of combat, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature. You can use this feature once, and regain the ability to use it when you roll initiative for a new combat.
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