Base Class: Fighter
The Cowboy embodies the rugged spirit of the frontier, blending sharpshooting skills and charismatic charm. Cowboys excel in the art of wielding firearms, specializing in pistols, rifles, and even the occasional shotgun. These adventurers are at home on the road, adept at surviving harsh conditions. Their silver tongue gets them out of almost as much trouble as it gets them into. But hey, where's the fun in life if you aren't in at least some danger now and again.
Quick Hands
Travelling alone for extended periods of time has heightened your awareness. You are always quick on the draw when you smell trouble brewing. At 3rd level, you have a bonus to your initiative rolls equal to your Charisma modifier.
You can also use your bonus action to reload firearms.
Evasive Roll
At level 3, if a hostile creature comes within 5 feet of you, you can use your reaction to taunt and roll 10 feet away. The creature must make a wisdom saving throw (DC= 8 + your Charisma modifier + proficiency modifier) or have disadvantage on all attacks made on anyone but you.
You can use this once at level 3, twice at level 10, and three times at level 15
Fanning the Hammer
At 7th level, you grow even more comfortable with your revolver. As an Action, you can now fire all 6 shots of your revolver at a creature. On a hit, the creature will take 6d8 piercing damage.
You can use this once at level 7, twice at level 13, and three times at level 18. All uses are regained after a long rest.
Charming Aquaintence
At level 10, you have advantage on Charisma (Persuasion) checks made to negotiate deals, persuade others to your point of view, or calm hostile individuals. Additionally, when you make a Charisma (Persuasion) check during social interactions, you can choose to treat a roll of 9 or lower on the d20 as a 10.
Making It Count
By level 10, you are always aware of the last bullet in the chamber, and know how to make it count. the last (6th) bullet in your revolver is a guaranteed critical hit. However, you must still roll to hit. This can be used as many times as you would like, but it does not work with Fanning The Hammer.
Just You and Me
At 15th level, when there are no other creatures within 5 feet of you and 5 feet of the creature you are targeting, you gain advantage on all your attack rolls made on that creature.
Indomitable Spirit
At 18th level, your many experiences in battles and brothels have made you become more mentally resilient. You have advantage on saving throws against being frightened or charmed.
Previous Versions
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