Base Class: Gunslinger
Disappear without a Trace
While most Gunslingers like to be in the middle of a fight, you prefer the subtle approach, learning to blend into your surroundings and silently stalk your target until you get the perfect chance to kill. As a Ghost Operative, you have been trained to stay in the shadows and have as little presence as possible, making you perfect for taking out high value targets.
Level 3: Stealth Training
Your covert training grants you the following benefits:
Hard to Spot. You can take the Hide action under Lightly Obscured conditions.
Out of Sight. You can take the Hide action as a bonus action. If you make an attack roll while Invisible, add an extra 1d4 to the damage roll. The extra damage increases every 3rd Gunslinger level by 1d4. Example: Level 6= 2d4 extra damage.
In The Dark. You gain Darkvision with a range of 60 feet. If you already have Darkvision when you gain this feature, its range increases by 60 feet. You also gain proficiency in Stealth.
Level 3: Return to Shadow [Manuever]
Once per turn, when you reduce an enemy to 0 hit points, you may spend 1 risk die to use the Hide action as a reaction.
Level 6: Advance Camouflage
When you have the Invisible condition, enemies have Disadvantage on Wisdom (Perception) rolls against you.
Level 6: Ghost Step [Maneuver]
You gain the ability to step from one shadow into another. When you are in dim light or darkness, you can spend 2 Risk Die and as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first attack you make before the end of the turn.
Level 10: Kill Secured
Once per turn, when an ally you can see makes an attack roll on an enemy, you can take a Reaction and make an attack roll against that enemy.
Level 14: Simple and Clean
Once per turn, when you have the Invisible condition, the first ranged attack is a Critical Hit on hit, if you rolled a Critical Roll for your Attack roll then triple the Damage roll. If this feature reduced the enemy hit points to 0, you do not lose the Invisible condition.
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 two Risk Dice (no action required).
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