Browncoat - A Rogue Subclass

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The Browncoat

A Rogue Subclass

As a Browncoat, you are disillusioned and bitter towards civilized society. Unable to bring yourself to conform to the law of the land, you now rely on the skills you learned as a solider, and your wits, to get work wherever you can find it. Some may be within the rules of law, some not, but if they are willing to pay the coin, the job will get done.

Gunslinger

At 3rd level, you gain proficiency with firearms and Tinker's Tools. You may use the tools to craft ammunition and repair damaged firearms.

For more information on Firearms, check out pg. 268 of the Dungeon Master's Guide.

Master of Vehicles

The ability to transport your cargo, whether illicit or not, in a timely fashion makes you a valuable person to know.

When you choose this archetype at 3rd level, you have proficiency with either land or water vehicles, your choice. You can add your Proficiency Bonus to any check you make to control that kind of vehicle in difficult circumstances.

Additionally, you have advantage on all Charisma (Deception) or Dexterity (Sleight of Hand) checks to keep items hidden on those vehicles, concealing or hiding them in plain sight.

Troublemaker

You may not go looking for trouble, but it always seems to find you. At 9th level, you are prepared and always on the look out for trouble that comes your way.

You cannot be surprised, and you can now add your proficiency bonus to your Initiative. Furthermore, you can not be charmed, even by magical effects.

Sometimes you just have to Run

Starting at 13th level, you have gained the ability to know when a battle can't be won. When you take the Disengage action, you can immediately move up to half your speed without using your Movement or an action.

Fight till the End

You learned in your time at war that sometimes the fight must be won no matter the cost. At 17th level, you have the ability to reach down and muster the strength to fight on even when the odds are stacked against you.

On any strike that would drop you to 0 HP so long as you can see the attack, you may use your reaction to instead drop to 1 HP and roll your sneak attack dice; gaining a number of Temporary Hit Points equal to that roll. You must finish a long rest before you can use this ability again.





Image Credit

Daniel Dos Santos - Serenity

 

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