Solo (Reflex)

*Soldier, corporate bodyguard, cyberninja… They can call themselves whatever they want, but to the rest of the world they're simply solos. Solos are mercenaries who specialize in combat skills, whether on the battlefield or as private "huscle" (hired muscle). They'll fight for corporate or government armies, private security companies, criminal organizations, even the police; but most prefer to earn their eddies on shorter-term jobs.*

*We live in increasingly trying times, so solos have no shortage of opportunities. It's guaranteed work in a still growing "industry"; but it does have its dark side. Every professional solo needs to keep up with trends in new tech and invest in better equipment, weapons, cyberware, gadgets and supplements which will ensure they stay smarter, faster and stronger than their opponents. But they must also remain vigilant, as this push for progress can cross a line from which there is no return. According to official MaxTac data, solos are the largest demographic in confirmed cyberpsychosis cases.*

## Class Features

As a solo you gain the following features.

### Hit Points

**Hit Dice:** 1d8 per solo level
**Hit Points at 1st Level:** 8 + your Constitution modifier
**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per solo level after 1st

### Proficiencies

**Armor**: Light armor, helmets
**Weapons**: Melee weapons, pistols, submachines guns, shotguns
**Tools**: None
**Saving Throw**: Reflex
**Skills**: Choose three skills from the following skill list Acrobatics, Athletics, Deception, Hacking, Investigation, Perception, Performance, Persuasion, Religion, Sense Motive, Sleight of Hand, and Stealth

### Cunning Action

Starting at 1st level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can only be used to take the Dash, Disengage, or Hide action

### Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

### Expertise

At 2nd level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 7th level, you can choose two more of your skill or tool proficiencies to gain this benefit.

### Combat Archetype

At 3rd level, you choose a combat archetype. Each archetype also grants different abilities at 7th and 10th levels.

### Ability Score Improvement

When you reach 4th level, 6th level, and 8th level you can increase one ability score of your choice by 2, or two ability scores by 1.

### Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

### Evasion

Beginning at 9th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.