Base Class: Rogue
Guns for Hire do not tend towards any particular alignment. Good Guns for Hire could be sheriffs, while neutral ones might be vigilantes and evil ones bandits. A Gun for Hire is simply a term which refers to a particular kind of gunslinger. They are the kind of people who tend to wander, either looking for trouble or avoiding it. They can be mysterious as well as they can be open to the people they interact with. What is it that motivates these ruthless cow-boys? Wealth? Fame? Whiskey? No one really knows but them.
Fan the Hammer
At 3rd level, you have proficiency with all firearms.
Also at 3rd level, your training with firearms lets you make improved attacks depending on the weapon type.
- When wielding a one-handed cock-action firearm in one hand and nothing in the other hand, you can choose to use both hands to cock your firearm faster at the expense of accuracy. You may activate this feature to perform an additional attack as a bonus action, but its attack roll has disadvantage. When you use this feature, you may not use reactions until the start of your next turn.
- When you roll a 1 or 2 on a damage die for an attack you make with a firearm that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2. The firearm must have the two-handed or versatile property for you to gain this benefit.
Notorious
By 9th level, your gunslinging prowesses have not gone unnoticed. You have advantage on initiative rolls. When attacking a creature which has not yet acted in the first turn of a combat, you may apply your sneak attack to your first attack which hits. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated. Additionally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
Finally, you gain proficiency in Insight and a Charisma skill depending on your notoriety (alignment). Sheriff for Good, Vigilante for Neutral and Outlaw for Evil.
- Sheriff: You have proficiency in the Persuasion and Insight skills. When talking to someone who respects your authority, be it by reputation or by a symbol like a badge, your proficiency bonus is doubled for these skills if it isn't already.
- Vigilante: You have proficiency in the Deception and Inisight skills. When talking to a complete stranger, or someone who doesn't know your real identity, your proficiency bonus is doubled for these skills if it isn't already.
- Outlaw: You have proficiency in Intimidation and Insight skills. When talking to someone you're aiming a firearm or other weapon at, your proficiency bonus is doubled for these skills if it isn't already.
Point Blank
At 13th level, you have experience in close-range shootouts and brawls. You can attack twice, instead of once, whenever you take the Attack action on your turn.
You do not suffer penalties for attacking in close quarters with a ranged weapon. Additionally, if you are within 5ft of a creature and do not qualify for a sneak attack against it, you may still add half of your sneak attack damage dice, rounded down. This counts as a sneak attack, and thus cannot be used more than once per turn or in conjunction with a normal sneak attack.
Your Point Blank damage dice is 3d6 at 13th level, 4d6 at 15th level and 5d6 at 19th level.
Showdown
By 17th level, your gunslinging prowesses are legendary. On your turn, you may use your lightning-fast reflexes to act two rounds at once. On this turn of combat, you may take a total of 2 actions, 2 bonus actions and 2 reactions. Any attacks you make during these actions have advantage if they don't already have disadvantage. When you use this feature, you also gain temporary hit points equal to your Rogue level.
Once you use this feature, you can't use it again until high noon of the next day.
For all intents and purposes, you may not use Action Surge on the same turn as Showdown.
Previous Versions
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