Gunslinger
Base Class: Gunslinger

Feared on the battlefields and side alleys of the world, Deathmark Gunslingers are ruthless trackers who wield advanced tracking devices and a creepy sixth sense for their prey. Product of covert military research years ago covered up by military governments and guilds, these agents bring lethal precision with psychological tactics to the table, marking targets with mystic technology that heralds death as a supernatural mark. Whispers speak of gunmen who never miss, of men who already know where you are before you ever open your mouth to say your name, and who cover the distance with cold, calculating intent. To be labeled a Deathmark Gunslinger is not to be hunted—it is to be counted among the already damned.

Level 3: Mark of the Damned [Manuever]

At 3rd level, As a bonus action, you expend a risk dice summoning a mark that appears to be a skull on a creature that you know is within 200 feet, the mark is known as the Deathmark Tracker. The tracker last a number of rounds equal to one roll of your risk dice. While the tracker is active, you can see the target's location, and your attacks against them have advantage. However, the tracker also reveals your position to the target. giving the creature a +1 to hit rolls, You can only have one tracker active at a time.

Level 3: Hunter's Dread

Your presence unnerves your enemies, and your reputation precedes you.

When you roll initiative, you may force a number of creatures of your choice within 20 feet equal to your wisdom modifier to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). 

On a failure, the target becomes Frightened of you until the end of its next turn. While Frightened in this way, the target cannot take the Dash action or move more than 15 feet

A creature that succeeds is immune to this effect for 24 hours.

Level 6: Vendetta Precision

At 6th level, your training with ranged weapons grants you unparalleled accuracy. When you make a ranged attack, you may reduce your movement to 0 feet till the end of your turn gaining +3 to hit rolls, you can not use this feature if you have willingly moved. Additionally, when you score a critical hit, the target suffers an additional 1d6 necrotic damage as you exploit their vulnerabilities.

Level 10: Tactical Pursuit

At 10th level, you can use your action to enter a heightened state of awareness for 1 minute. During this time, you gain the following benefits:

  • You can move without provoking opportunity attacks.

  • Your movement speed increases by 10 feet.

  • You can take the Dash or Hide action as a bonus action on each of your turns.

Once you use this feature, you must finish a short or long rest before you can use it again.

Level 14: Death's Embrace

You become a master of the hunt. When you score a critical hit against a creature, you immediately regain hit points equal to half the damage dealt and when you hit a creature that's being tracked they take damage equal to one roll of your risk dice

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