Fighter: Iron Falcon
Iron Falcons are expert duelists that are often criticized for using underhanded techniques to gain the advantage in battle. As an Iron Falcon, you value a quick battle over an honorable one, and will do everything in your power to win a fight.
Skullduggery
Iron Falcons almost always fight with a dagger in their offhand, a small shield, or more recently, a small firearm. You can also stow and draw 3 weapons on your turn as a free action. You can use versatile weapons with either your strength or dexterity, your choice.
Dagger. When you wield a dagger in your offhand, you can make an attack with that dagger as a bonus action regardless of whether you took the attack action or not. You may also add your ability modifiers to your attack and damage rolls. The weapon in your main hand does not need to have the light property.
Shield. When you wield a shield in your offhand, as a bonus action you can toss your shield at an enemy within 15 feet of you. The shield bounces back to you after the attack. You use your strength or dexterity for the attack roll and it deals damage equal to your strength or dexterity modifier.
Firearm. When you wield a firearm in your offhand, you do not have disadvantage as a result of making a ranged attack within 5 feet of an enemy, and may use a bonus action to reload it with the same hand that holds the gun. The weapon in your main hand does not need to have the light property, but the firearm must have the light property. Your firearm cannot misfire.
No Honor
At 7th level, when you attack with either the dagger, shield, or firearm in your offhand, you can impose one of the following effects:
Blind. When you attack with the dagger, you either kick sand or dirt into your opponents eyes as part of the attack, or slash their eyes. The target is blinded until they are attacked again, or until the start of the end of their next turn.
Parry. After you attack with the shield, you ready the small shield to parry an incoming attack. Until the start of your next turn, if an opponent misses you with an attack roll, you can make a weapon attack with advantage as a reaction against them.
Shove. When you attack with the firearm, you blast them with a powerful shot. They are shoved back 5 feet, and must succeed on a strength saving throw versus your maneuver DC. If they fail, you can move them back an additional 10 feet.
Nimble
At 10th level, you are adept at moving around the battlefield, slipping in and out of advantageous positions. You can take the dash and disengage actions as a bonus action, and your speed increases by 10 feet when you are not wearing heavy armor.
Arsenal
At 15th level, you have mastered your dagger, shield, and firearm. Your abilities from No Honor are upgraded.
Blind. The target is blinded for the next two attacks instead of just one, or until the end of their next turn.
Parry. No longer costs a reaction, you may make up to 2 parries per round. If you score a critical hit with a parry, you gain +1 use per round.
Shove. You push the target 10 feet instead of 5, and if they fail their save, they are pushed back another 10 feet their speed is halved until the end of their next turn.
Gambler
Starting at 18th level, you have learned to turn your gambling skills from your time spent in the City of Avarice to use. When you make an attack roll with your offhand dagger, shield, or firearm, you can flip a coin instead of rolling like normal. Heads, you score a critical failure. Tails, you score a critical strike.