Base Class: Rogue
The masked figure stepped calmly into the middle of the dusty street, boarded up windows and hiding onlookers forgotten as the target stared back at them. 20 paces away, eyes hard as they dared each other to make the first move. Just as the bandit twitched towards his pistol, past victories etched onto the barrel like trophies, he dropped. Smoke rose and twisted out of the revolver that not a single onlooker realised had left the holster. No one saw the large grin on the outlaw's face as they swaggered over, grabbing the hat with a burned hole in the centre from the fallen amateur. Collecting this bounty would surely stir the gangs up, and they just couldn't wait.
Outlaws are duelists and marksmen that work outside the system, choosing to live life on the ragged edge, or having been cast out and forced to pick up their holsters. They heed no laws or control, only believing the feeling in their heart, the hunger in their bellys and the iron on their hip. Some outlaws are saviours, riding in to take down ruthless gangs and corrupt officials with their smoking steel and pinpoint accuracy. Others are marauders, bandits that see the wilds, wastes and peasantry as ripe for the picking.
Quick Draw
Beginning when you choose this archetype at 3rd level, you are an expert at drawing on your enemy before they can react. You have proficiency with firearms and Tinker's Tools. At the start of initiative, you can forgo your bonus action on your first turn to make a ranged attack using a firearm with advantage. This attack happens before the top of initiative can take their turn. You can use your Sneak Attack feature on this attack, but doing so will make you unable to use Sneak Attack again on your first turn.
Fan the Hammer
Also for 3rd level, you know that sometimes you need to empty the cylinder all at once to survive an encounter. You ignore the Loading property with firearms. As an action, you can fire an amount of shots from a firearm equal to your proficiency bonus, which each requiring their own roll to hit. These shots cannot have advantage, and their usual range is halved.
You can use this ability once per combat.
Crack Shot
At 9th level, your aim with a firearm has made you famous (or infamous), able to land hits on target even while dodging and evading. When you take the Dodge or Disengage actions, you can make an additional ranged attack with a firearm. This attack cannot have advantage. You can only benefit from this feature once per turn.
In addition, your experience with guns and their inner workings has taught how you to fix them quickly. You can use your cunning action to attempt to repair a misfired firearm.
Bullseye
At 13th level, your honed focus allows you to hit your targets at impossible distances, or put a bullet through a close attacker's face. The range for your ranged weapon attacks is doubled, and you no longer have disadvantage on ranged attacks when the target is within 5 feet of you.
In addition, your sharp instincts are always alert to hidden danger, even when asleep. You cannot be surprised.
Legendary Outlaw
At 17th level, your name is whispered between peasants and ruffians alike, the barrel of your gun the last thing your enemies see. Your ranged attack rolls with firearms cannot have disadvantage.
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