Base Class: Gunslinger
A subclass focusing entirely on the legendary status of being a Gunslinger. Shoot accuracy, shoot swiftly, and always shoot with your allies by your side. Anyone who faces off against you, will only be coming out dead or alive, and no one's come out alive when faced against you.
You gain a Deadeye Meter when you choose this subclass. It has 3 bars in this meter. These bars are used for specific actions and abilities that this subclass grants you. You regain a bar for each time you outright kill an enemy, or put them out of combat. Lethal and non-lethal choices.
- You gain more bars to your Deadeye Meter when you level up, gaining one bar per level.
You also gain a Charm Meter, which allows you to convince others or intimidate them easier..and also allows you to buff your own allies without needing any magic at all. Just some good ol' motivation.
- Works similarly to the Deadeye Meter, 3 bars, and gain 1 extra bar every level up. The only difference is just how it's recovered. Instead of the normal way of recovering the meter..you have to do different types of performances and tricks to fill it back up. This can include speed reloads, gun spinning, singing a song..and more. Mostly things out of combat though.
If any of these meters run out, you slowly start to do worse in combat.
- If the Deadeye Meter hasn't been full for at least 3 rounds, you gain disadvantage on all attacks, and weapons have half of their original range.
- If the Charm Meter hasn't been full for at least 3 rounds, your buffs turn into debuffs, as you stumble about your words and say the wrong things.
Level 3: Fastest Hand.
When combat begins, you are faster than thought-or even instinct. Reflexes sharpened by hours of practice and shooting have brought you this far, so why not use them now?
If you are the first in your party to attack, you may use your reaction to quickdraw one of your weapons and attack any enemy in range you that you can see.
- This attack is made with Advantage, and if the attack lands, roll 2 risk die. Whichever is the highest roll, add that to your damage roll.
- If this attack reduces any creature to 0 HP, you are able to use another Quickdraw shot at another creature within range.
- This ability is not repeatable, however, if this second creature is reduced to 0 HP as well.
This feature does not count as an Attack action, nor does it prevent you from using your fully turn normally. However, it does use up your Reaction for that turn.
- You may also draw a weapon as part of rolling initiative, with no action required.
- You cannot be surprised at all if your hand(s) is already near a holstered weapon .
Level 3: Gunslinger's Stance
Your steady hand, body and mind allow you to make even the most difficult shots with ease. You gain the following benefits while wielding a firearm:
- Being within 5 feet of a hostile creature doesn't impose Disadvantage on your ranged attack rolls.
- Attacking at long range doesn't impose Disadvantage on your ranged attack rolls.
- You do not suffer Disadvantage on attack rolls made with firearms while you are prone.
Level 6: Sovereign's Decree
You gain the following benefits:
Sheriff's Poise: You can add your Charisma modifier to your initiative (minimum of +1).
Stand Tall With Me: When you hit a creature with a firearm attack, you can choose an ally (or allies) within 30 feet from you. That ally (or allies)gains temporary hit points equal to your Charisma modifier (minimum of +1). This ability can be used a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest. You can use multiple uses on one ally or spread them out between your fellow party members.
Level 10: Deadeye
Focus to your fullest, and aim as accurately as you can. Uses 6 bars of your Deadeye Meter upon use, and stays active for 1 minute. You can also use another bar of your Deadeye meter to extend that time by 1 round.
When Deadeye is active, you're able to target and focus on 2 enemies with one Attack action, and you gain Advantage for all attacks that you make against those targets.
- You're able to focus on more by using another Attack action.
- Or, instead of targetting multiple enemies, you can target just one and fire multiple shots into them.
- Roll to attack for the amount of shots you fired, and if successful, roll your damage die for each attack that landed on the enemies (or enemy.)
After Deadeye ends, you lose all focus in battle and gain Disadvantage on all Attack Rolls and Saving Throws for half the amount of time you were in Deadeye for.
Level 14: Sundown Sovereign
Combines "Fastest Hand", and "Deadeye" together.
Upon getting this subclass ability, you can no longer use both Deadeye and Fastest Hand separately now, as this ability combines the 2 and replaces them.
At only the start of combat, if you are the first in your party to attack, you may use either a Reaction or a Bonus Action to quick draw one of your weapons and fire at an enemy that is in range and you can see. This action is repeatable if you have either your bonus or Reaction left, meaning you can quick draw twice in a row.
- If this attack reduces an enemy to 0 HP, regardless of if you have a Reaction or Bonus Action left, you can quick draw at another enemy
- However, if this second Quick Draw reduces an enemy to 0 HP, it is not repeatable.
Standoff Mode
By sacrificing 12 (cost goes up by 1 per level) Bars of Deadeye, you can enter "Standoff" form. This form lasts 2 minutes, and you can extend that time by 1 minute by using 1 Bar from your Deadeye.
- When Standoff is activated, all enemies in a 50 foot radius of the Gunslinger must make a Wisdom Saving Throw (DC9 + your Proficiency Bonus).
- On fail, they are caught in the standoff and must focus on the Gunslinger only, unable to target any other player.
- Their speed is reduced by 30 feet and they cannot use reactions at all.
- At the start of their turn, they must make a Charisma Saving Throw (DC8 + Your Charisma modifier and Proficiency Bonus)
- On fail, they hesitate to attack, and must either spend their turn moving or anything else, other than attacking.
Your Deadeye activates as well, during Standoff Mode.
- You are able to attack up to 2 enemies with one Attack action, and are able to attack 2 more if you have any Attack actions left (or just use it all on one guy too, that works).
- Additionally, you can also use your Reaction or Bonus Actions to trigger this ability again. However, rolls made with these have Disadvantage
- Roll for attack on each bullet fired, and if hit, roll damage for each attack that landed on an enemy.
When Standoff ends, you lost focus in battle, gaining Disadvantage on ALL rolls for 3 rounds after, along with gaining one level of exhaustion.