Base Class: Gunslinger
Some Gunslingers chase glory. Others chase coin. You, you live by your own code
They have seen the worst the world has to offer and have the scars, both physical and mental, to prove it. Rather than fancy tricks or magical bullets, they rely on a sheer force of will and an aura of menace. These gun-hands who let their iron speak, relying on nerve, swagger, and impossible luck to walk away from dust‑ups that should have killed them. Whether they ride the back trails of a frontier world or the cargo bays of a ramshackle starship, Desperados are survivors first and heroes (or villains) second.
Level 3: Fan the Hammer [Manuever]
You can sacrifice accuracy for a sheer wall of lead. You can expend one Risk Die as a Bonus Action to make two ranged attacks with a weapon that has the Firearm or Reload property.
These additional attacks do not add your ability modifier to the damage roll, regardless of any other features
Level 3: Quick on the Iron
Your reputation for lightning‑fast draws and close‑quarters gun-play keeps you alive in the tightest spots.
Showdown. When you roll Initiative, you can choose one creature you can see as your showdown target. Until the end of the first round of combat, you have Advantage on your first ranged weapon attack roll made against that creature, and if that attack hits, you can add one Risk Die to the damage roll.
Point‑Blank Gunfighter. You don’t have Disadvantage on ranged attack rolls with weapons against creatures within 5 feet of you. In addition, when you hit a creature within 5 feet with a ranged weapon attack, you can immediately move up to 10 feet without provoking Opportunity Attacks from that creature.
Level 6: Battle Hardened
You’ve been shot, stabbed, betrayed, and left for dead. It didn’t stick. You gain the following benefits:
Rugged Resilience. You have Advantage on saving throws that would apply or end a condition.
Dirty Fighting. When you use your Dodge Roll maneuver, you can make one ranged attack using a weapon as part of that same Bonus Action.
Level 10: Iron Poncho
You have learned to use your movement and gear to deflect the worst of a blow. When you take damage from a source you can see, you can take a Reaction to roll one Risk Die.
Reduce the damage taken by the number rolled plus your Dexterity modifier. If this reduces the damage to 0, you can immediately move up to 10 feet without provoking Opportunity Attacks as you slip away from the impact. Then roll 1d4:
- On a 1, Your Iron Poncho is damaged and cannot be used again until you take a short rest to repair it.
- On a 2–3, nothing happens.
- On a 4, the deflected attack ricochets back at the original attacker, dealing force damage equal to your Dexterity modifier + your proficiency bonus.
Level 14: Last One Standing
When it comes down to it, there’s always one survivor. When you are reduced to half your Hit Points or fewer, you gain the following benefits until you are above half your Hit Points:
You have Advantage on your first attack roll on each of your turns.
When you score a Critical Hit, you regain one expended Risk Die.
If you reduce a creature to 0 Hit Points with a ranged attack, you can immediately move up to half your Speed without provoking Opportunity Attacks.
Additionally, if you are the only conscious ally within 30 feet of you, your ranged weapon attacks deal extra damage equal to your Dexterity modifier (minimum +1).
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