Base Class: Gunslinger
There are gunslingers who believe in patience, who trust in long sights and steady hands.
And then there are Surekills — the ones who step in close enough to smell the blood and smoke.
Surekills are the executioners of the battlefield, warriors who don’t just shoot to wound, but to finish. They close distance where others flee, press in where others hesitate, and ensure every bullet they fire counts. To them, combat is a dance of timing, aggression, and nerve. Their creed is simple: make every shot the last one your enemy ever sees.
A Surekill doesn’t take potshots from afar. They fight at arm’s reach — slipping through melee, jamming their weapon beneath armor plates, and firing at point-blank range. It’s not recklessness; it’s confidence, honed through countless close calls. They have trained their reflexes to a razor’s edge, ready to roll back and blast the instant someone invades their space. The louder the gunfire, the steadier their aim becomes.
Every Surekill knows that in the chaos of a melee, there’s no time to think — only to react. Their instincts take over: a half step, a flick of the wrist, a pull of the trigger. When blades clash and blood sprays, they Lock and Roll, turning defense into retaliation. Their skill borders on supernatural precision; their bullets find eyes, hearts, and weak points with grim certainty.
To outsiders, their style seems suicidal. What kind of gunslinger invites the enemy closer?
But for a Surekill, proximity is power. Their eyes never blink, their hands never shake, and their resolve never falters. They thrive in the moment between heartbeat and gunfire — where life and death balance on a trigger pull.
Surekills often develop reputations as unflinching duelists or ruthless enforcers. Bounty hunters, mercenaries, and monster slayers alike adopt the style to ensure their prey never rises again. To them, a fight isn’t over until they’ve confirmed the body.
They are not showmen or gamblers. They are professionals of finality.
If a Surekill draws their gun, it means one thing —
“You’re already dead. I’m just here to make sure.”
Firearm Jam Mechanism:
When a firearm jams, the weapon misfires, its mechanism locking or fouling from the shot.
A jammed firearm cannot be used to make attacks until it is cleared.
You can still hold, reload, or carry the jammed weapon, but it will not fire.
You can clear a jam by taking one Action to repair it, representing the time spent unjamming or resetting the firing mechanism.
Certain abilities, such as the Lock and Roll maneuver, may allow you to clear a jam without using an action.
If a firearm jams and you attempt to fire it again before clearing it, the attack automatically fails, but the weapon does not take further damage.
Level 3: Meddling Mettle
Your firearm normal range becomes 15 feet or remains at its printed value, whichever is lower, while its long range it reduced in half, but your accuracy in close quarters is unmatched.
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You do not have disadvantage on firearm attack rolls made while within 5 feet of a hostile creature.
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When you hit a creature within 10 feet with a firearm attack, you can add your proficiency bonus to the firearm’s damage roll.
Additionally, you gain proficiency in Intimidation if you do not already have it.
Level 3: Maneuver: Lock and Roll
When a creature enters your melee range, you can use your reaction and expend one Risk Die to perform a Lock and Roll. You move up to 10 feet away from that creature without provoking opportunity attacks, then choose one of the following options:
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Reload. You reload one firearm you are holding.
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Retaliate. You make one firearm attack against the creature that entered your melee range. On a hit, add your Risk Die to the attack’s damage roll.
Level 6: Secured Blood
Your sense for finishing blows borders on supernatural.
When you or an ally you can see within 30 feet of you scores a critical hit with a weapon attack against a creature you can see, you can use your reaction to make one firearm attack against the same target after the damage is resolved, provided the target is within your firearm’s normal range.
- If this attack hits, add one Risk Die to the damage roll.
- If you land a critical hit, you do not expend this reaction.
You can use this reaction a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.
Level 10: Arrhythmic Trigger
Your movements become erratic and instinctive, your reflexes firing faster than thought.
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You gain proficiency in Acrobatics if you do not already have it.
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You gain +10 feet of movement speed when you take the Disengage or Dash action.
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When you roll a natural 1 on a firearm attack made against a creature within melee range, your shot goes wide, but your reflex takes over. You can make an unarmed strike with the firearm as part of the same attack, dealing 1d4 bludgeoning damage + your DEX Modifier.
- When you make the unarmed strike this way, it counts as an improvised weapon attack with which you are proficient.
If you do so, your firearm jams and cannot be used to make attacks until it is fixed.
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You can spend an action to unjam your firearm, or use the Reload option during your Lock and Roll maneuver to clear the jam instead.
Level 14: Sum Zero Distance
At your peak, you become a whirlwind of gunfire up close.
- When a creature you can see either hits you with an attack or moves out of your melee range, you gain +10 feet of movement speed until the end of your next turn when moving toward that creature.
- You gain Advantage on your firearm attacks against creatures within 10 feet of you.
- You can re-roll one of the die if you already have Advantage on the attack roll.
- You critical hits deal bonus damage equal to your character level.
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