Base Class: Gunslinger
You know, some gunslingers hide behind walls, their pretty hats, or their spells. Yeah, The Skyfall Vanguard doesn't do that. They have no need for their flashy high rolls, or trickshots. They are here to spread the fury of the stars .And what they're holding... ain't just guns. Feels like they grabbed a piece of the damn sky and brought it down to burn your enemies to ash.
Everyone else thinks they're insane. Maybe they are. But let me tell you... when you're pinned down, outgunned, about to get overrun... and you hear that sound coming down? That shriek? Man... that's the best damn sound in the universe. Because you know help just arrived. Right where it hurts the most. Exactly when you needed it yesterday.
See, normal fighters? They stop. They think. They plan. Not these guys. Hesitation? Not for them. They just... jump. Plans? They figure that shit out while they're falling. Bullets flying past, wind screaming in their ears... that's when they decide who dies first. They're built different. Made to get anywhere, smash anything, and walk away from crap that would turn the rest of us into paste.
Skyfall Strategems.
At level 3 you gain access to special maneuvers called Strategems, tactical uplink actions that emulate calling in supply drops, repositioning yourself, or devastating zones with firepower.
These Stratagems count as Maneuvers for you and use Risk Dice as normal.
Meteor Dash
As a bonus action, expend a Risk Die to launch yourself up to 20 feet in a straight line. Any Large or smaller creature in the space where you land takes bludgeoning damage equal to the risk die roll + your Dexterity modifier and is pushed 5 feet.
Napalm Sweep
As an action, expend a Risk Die to designate a 15-foot cone emanating from you. Creatures in the cone must make a Dexterity saving throw against your gunslinger save DC. On a failed save they take fire damage equal to 2 x the die roll, or half as much on a success.
Evac Node
As an action, expend a Risk Die to create a shimmering node in a space within 15 feet. One willing creature you can see within 30 feet may use its reaction to teleport to a space adjacent to the node. The node lasts until the start of your next turn.
Skyfall Cache
As a bonus action, expend a Risk die to call a small munitions pod to a point you can see within 10 feet. Until the start of your next turn, all allies within 10 feet of the pod gain half cover, or +2 ac if they are already in half cover. In addition, each affected ally except you may instantly reload a ranged weapon without using an action.
When you roll a 6 or higher on the Risk Die, the pod emits a burst of incendiary shrapnel. Each hostile creature within 5 feet of the pod must make a Dexterity saving throw against your Gunslinger Save DC or take 2d6 fire damage, half as much on a successful save.
Drop Zone
Your combat rig is built for sudden insertion. At 3rd level when you roll initiative, you can move up to 15 feet to an unoccupied space you can see without provoking opportunity attacks. If you end this movement adjacent to at least one hostile creature, you gain half cover until the start of your next turn.
In addition, you reduce any falling damage you take by an amount equal to five times your Gunslinger level, and you always land on your feet(Not prone.)
Rapid Redeployment
At 6th level, every time you expend a Risk Die to activate a Stratagem or Maneuver, you can immediately move up to half your speed without provoking opportunity attacks.
Additionally, when you use Dodge Roll, Meteor Dash, or a similar movement maneuver, you can move through enemy spaces as though they were difficult terrain, representing a combat slide or grapnel pull.
Coordinated Fire
At level 10 your uplink automatically tags targets for your allies.
Whenever you use a Stratagem, you may choose up to two allies within 30 feet to participate.
Each chosen ally can immediately make a ranged weapon attack as a reaction against a creature affected by the Stratagem.
In addition, allies within 10 feet of you can add your Dexterity modifier to their initiative rolls if they can see or hear you when combat starts.
Additionally, you gain access to new strategems:
Deploy Turret
As an action, you can spend a risk die to summon a Medium sized automated turret in an unoccupied space within 15 feet. The turret has AC 15 and hit points equal to 10 plus the number rolled on the Risk Die plus your proficiency bonus.
On your turn, as a bonus action, the turret makes one ranged attack using your attack bonus, dealing damage equal to two rolls of your risk die + your proficiency bonus. Allies may use their reaction to command the turret to make one attack per turn. The turret lasts 1 minute or until destroyed. If it is destroyed, each creature within 5 feet must make a DC 20 dexterity saving throw, or take 2d10 fire damage.
Mounted Turret
You summon a mountable turret in an unoccupied space within 15 feet.The turret has an AC of 15 and hit points equal to 15+ your dexterity modifier and proficiency bonus and is considered Large.
While mounted the creature can use their action to fire the turret’s rapid-fire weapon. Make up to three ranged attacks with the turret, each dealing 1d12 damage plus your proficiency bonus + your dexterity modifier. The turret remains stationary and lasts 1 minute or until destroyed.
After you make more than two attacks with the turret on the same turn, roll a d6: on a 1, the turret overheats and explodes, dealing 4d12 fire damage to the mounted creature and each creature within 10 feet of the turret. The turret is then destroyed.
Both turrets have a short range of 60 feet, and a long range of 90.
If the turret is destroyed by any other means, creatures within 15 feet take 2d12 bludgeoning and 2d12 fire damage.
Orbital Bombardment
At 14th level you can call a burning pillar of death from the sky, the ultimate sanction of the Skyfall Vanguard.
As an action, designate a point within 60 feet. A column of blazing kinetic bombardment erupts in a 20-foot-radius cylinder 40 feet high centered on that point. Each creature in the area must make a Dexterity saving throw against your Gunslinger Save DC. On a failed save, a creature takes 8d10 fire and bludgeoning damage (your choice of mix) and is knocked prone. On a success, it takes half as much damage and isn’t knocked prone.
Creatures immune to prone still take damage but are not knocked down. This attack ignores total cover unless the cover is thicker than 5 feet of solid stone or equivalent material.
Once you use this feature, you can't use it again until you finish a Short or Long Rest. You can also restore your use of it by expending three Risk Dice (no action required).
You gain access to new strategems:
Railgun Blast
As an action, you can spend two risk die to temporarily transform your weapons into a railgun. As part of the same action, you must fire the railgun, shooting a blast at a creature you can see within 60 feet. The target takes piercing damage equal to the sum of the numbers rolled on the two Risk Dice multiplied by 2d10.
If the total of the two Risk Dice is 12 or higher, the blast also deals 2d8 damage to all creatures within 15 feet of the target.
After firing the railgun, roll a 1d6. If it lands on 2 or below, the energy explodes in your face, dealing the damage to you instead of the creature.
This strategem can only be used once per turn, and the weapons transform back immediately after usage.
Proximity Mines
As an action expend two risk dice and move up to your movement speed, deploying up to 5 small mines in unoccupied spaces that you passed during your movement. Each mine remains active until detonated or for 1 minute.
When a creature of Huge size or smaller moves within 5 feet of a mine, it explodes. The creature and any others within 5 feet must make a dexterity saving throw against your gunslinger save DC, or take 4d6+your risk die roll of fire damage. On a succesful saving throw the damage is halved.
You may use your bonus action to detonate any or all of your mines manually.
After placing mines, roll a d6. On a 2 or below, one randomly chosen mine(DM discretion) malfunctions and detonates immediately.
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