Gunslinger
Base Class: Gunslinger

After forming a mysterious relationship with an unknown god, the Triumphant gunslingers use light - taken shape as pure flame - to defeat their foes and display excellence in marksmanship. These few but ferocious who follow the path of the Light will almost certainly go forward, and burn the world for their Triumphs.

Marksman's Dodge [Maneuver]

Using a bonus action, you can expend one risk die and use half of whatever you roll as free movement. Any firearm equipped whilst performing the dodge can be reloaded on a free action.

Ignite Your Soul

Using their newly found powers, Triumphant gunslingers are able to imbue their shots with Light. Using a bonus action, you can turn any damage done with a firearm into fire damage for an amount of turns determined by a Risk Die. At Level 10, your Light is strengthened, and the fire damage bypasses resistance to fire, and turns immunity into resistance.

Gunpowder Gamble

Beginning to better understand the Light, you can now create small motes of pure explosive power. You can expend up to three Risk Die, and throw the mote on a bonus action. Once thrown, the mote deals fire damage as determined by your Risk Die in a ten-foot radius. The mote explodes two turns after it is cast, or, to further display your accuracy, you may attempt to shoot the mote to instantly cause the explosion. The DC is considered an attack roll on a tiny creature (AC 14-16).

Knock 'Em Down

The Triumphant few who reach this level of valor have learned many ways to utilize the Light to strengthen their shots to an intense brilliance. Once per long rest, you ignite your entire body in brilliant solar fire; and unleash pure explosive power forward. For the turn that Knock 'Em Down is activated, any ranged attacks deal 2d10 extra fire or radiant damage, whichever is more advantageous.

Furthermore, upon reaching this threshold, you can further alter your fire damage into radiant damage.

On Your Mark

You've gained supreme mastery of your Light. Upon hitting a critical hit, you can forgo any damage that the hit would have done, and lower your Critical Threshold by one. This feature may be used 1d4 + Proficiency times per Long Rest, and can gain one charge of this feature upon a short rest, or upon entering initiative, if you have none.

Regarding the Headshot feature, this effect does not come into play.

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