Rogue
Base Class: Rogue

Always on the run from the law, these fugitives are infamous for their guile and recklessness. Some are hardened criminals, wanted for theft and murder. Others are vilified heroes, standing up to tyranny and aiding the unfortunate. All outlaws rely on their wits, and luck, to outmaneuver and dominate their opponents.

Criminal training

Starting at level 3, when you first choose this subclass, you gain proficiency with firearms, tinker’s tools, and Dexterity (Sleight of hand) checks. You can now load firearms as a bonus action instead of an action.

Infamous Specialty

Your technique in battle separates you from other outlaws based on your own style and panache. At 3rd level, you can choose one option between the Deadeye, Quick-Draw, and Ring Leader techniques. This choice cannot be changed unless allowed by the DM, and you cannot take more than one specialty at any time.

Deadeye

You can add your charisma modifier (minimum of +1) to your attack roll. You also do not receive disadvantage on long range attacks while using a firearm. 

Quick-draw

You can add your charisma modifier (minimum of +1) to your initiative. You can now make a ranged attack as a bonus action. You also ignore the equipping properties of all firearms.

Ring Leader

You can add your charisma modifier (minimum of +1) to any Charisma Skill check. This bonus stacks with Proficiency and Expertise bonuses. You also gain proficiency in the Charisma(Persuasion) skill.

Tricky

Your speed and reflexes are heightened to new extremes. At 13th level, when you take the dash action, or Cunning Action Dash, your movement speed now ignores difficult terrain. You can also hide or disengage as well when using Cunning Action Dash.

High Noon

The harsh roads and long nights have amplified your specialty. At level 17, you gain new features based on your Infamous Specialty.

Deadeye

Your aim is steadier, and deadlier, than ever. You can now critical hit on any ranged attack on a roll of 19 or 20.

Quick-draw

Your speed is unmatched, both on the draw and on your feet. When you hit a hostile creature with a ranged attack, you can make an additional attack in the same action. If the first attack activates Sneak Attack, the second attack is at advantage, but Sneak attack cannot be activated again. You also gain a +1 bonus to your AC for every 10 ft of movement you expend during a round (maximum of +3). This bonus lasts until the start of your next turn.

Ring Leader

Your guile has allowed you to dominate anyone who faces who. When you hit a hostile creature with a ranged attack, the target must make a Charisma saving throw contested by your original attack roll. This ability doesn't affect constructs. On a failure, the target is charmed by you, and fights alongside you until they are the last remaining enemy in the initiative, at which they return to being hostile. Every time the charmed creature takes damage by you or an ally, they make another charisma saving throw against the original attack roll. Once the effect ends, the target has disadvantage on attack rolls until the end of their next turn. This can only be used once per long rest.

 

Smooth Talk

At 9th level, you gain advantage on Charisma (Deception) and Charisma (Intimidation) checks if you move no more than half your movement speed on the same turn.

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