Rogue
Base Class: Rogue

Some rogues rely on shadows, others on silver tongues, but a Quickdraw Gunslinger trusts in the speed of their own hand. These sharp‑eyed duelists live and die by fractions of a second, striking before their foes can even think to react. Whether stalking dusty frontier roads, patrolling the edges of civilization, or navigating the smoky chaos of a crowded saloon, a gunslinger’s greatest weapon is timing — the perfect moment when a holstered firearm clears leather and thunder follows.

Quickdraw Gunslingers train relentlessly to master the art of the opening shot. They study the subtle cues of motion, breath, and intent, learning to read danger before it fully forms. Their hands move with deceptive ease, drawing and firing in a single fluid motion that leaves enemies reeling. To them, a firearm is not just a tool of violence but an extension of instinct, precision, and discipline.

But speed alone doesn’t define a gunslinger. These rogues blend sleight‑of‑hand finesse with battlefield cunning, using misdirection, footwork, and clever positioning to control the flow of a fight. A well‑timed feint, a twirl of the barrel, or a sudden shift in stance can throw off even the most seasoned opponent. In the hands of a true quickdraw artist, a pistol becomes a stage prop, a distraction, and a deadly threat all at once.

Though many Quickdraw Gunslingers cultivate a reputation for swagger and bravado, the truth is that their craft demands focus, restraint, and a steady nerve. They know that every duel is a dance with danger — and that the fastest hand isn’t always the one that survives, but the one that chooses the right moment to strike.

Whether you imagine your gunslinger as a stoic wanderer, a silver‑tongued gambler, a law‑keeper with a badge, or a notorious outlaw with a price on their head, this archetype lets you embody the mythic ideal of the fastest shot in the West.

Quickdraw Advantage

You gain advantage on attack rolls against creatures that have not yet taken a turn if your firearm begins the turn holstered.

 

Level 3: Holster Stance

You can draw a firearm as part of the same attack you make with it. If you start your turn with your gun holstered, your first firearm attack deals extra damage equal to your proficiency bonus.

Level 3: Sleight of Hand Proficiency

You gain proficiency in Sleight of Hand. If you already have it, you gain expertise.

Level 3: Bonus Action Reload

You can reload a firearm as a bonus action if your off‑hand is empty.

Level 9: Trick Shot Techniques

Choose two trick shots; you gain another at level 13 and 17.

Aces

You fire a shot so precise it seems to pass through space itself. When you make a firearm attack, you can ignore half cover and three‑quarters cover, and the attack cannot be made at disadvantage for any reason. If the attack hits, it deals an additional 2d6 damage.

Deadeye Mark

When you hit a creature with a firearm attack, you can mark it with a subtle shot or flourish. Until the end of your next turn, the next attack you make against that creature deals extra damage equal to your proficiency bonus. This extra damage applies even if you miss and use Sneak Attack on a different target.

Disarming Shot

When you hit, the target must succeed on a Strength save or drop one held item.

Pinning Shot

When you hit a creature with a firearm attack, you can force it to make a Strength saving throw. On a failure, the creature is restrained until the start of your next turn as your shot pins clothing, armor, or limb to a surface. A creature that is Huge or larger has advantage on this save

Ricochet Shot

When you miss a creature with a firearm attack, you can reroll the attack against a different creature within 15 feet of the original target.

Rolling Thunder

You unleash a shot that cracks like thunder. When you hit a creature with a firearm attack, each creature of your choice within 10 feet of the target must succeed on a Constitution saving throw or be deafened and pushed 10 feet away from the target. Objects in the area that aren’t being worn or carried automatically fail the save.

Shatter Shot

Your bullet strikes with destabilizing force. When you hit a creature wearing armor or holding a shield, you can impose disadvantage on its next attack roll or ability check before the end of its next turn. If the creature is unarmored, it instead takes extra damage equal to your proficiency bonus.

Smoke the Barrel

After hitting a creature, you can immediately attempt a Sleight of Hand check contested by its Perception. On a success, you vanish from its awareness, gaining the benefits of Hide against that creature only.

Wing Clip

When you hit a creature, you can reduce its speed by 20 feet until the start of your next turn.

Level 13: Deadman’s Reflex

When a creature you can see targets you with an attack, you can use your reaction to make a firearm attack against it. If your attack hits, the creature has disadvantage on the triggering attack.

Level 17: Bullet Time

Once per short rest, you can enter a hyper‑focused state at the start of your turn:

For the next round:

  • You gain advantage on all firearm attacks.

  • Your movement doesn’t provoke opportunity attacks.

  • You can make one additional firearm attack as part of your Attack action.

  • Reloading doesn’t require an action.

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