Base Class: Gunslinger
Sometimes people live through things that leave them jumpy and reactive, other times they were just wired that way. Either way, sometimes those kinds of people take a liking to firearms; and when that happens, they tend to make for a Gunslinger unlike any other.
A character that chooses to go the route of the Twitchy Finger Gunslinger tends to be the kind of person who's constantly ready to snap back at a moments notice, their hands never more than a few inches from their gun belt.
Whether they be the overly cautious sort, setting traps and laying in wait for the wind to change, or a jumpy mess that would put a bullet through a leaf for rustling when they didn't expect it, each Twitchy Finger Gunslinger gains a set of certain features:
Level 3: Twitchy
Constantly ready to retaliate against any perceived threat, at third level you gain an additional reaction each round.
Though due to your jumpy nature, any attacks made as a part of this extra reaction are always made with disadvantage.
Level 3: Fast Twitch [Maneuver]
At third level, you gain access to another maneuver.
When a creature enters your melee range, you can use your reaction and expend one Risk Die to move up to 10 feet away from that creature without provoking opportunity attacks.
You may then choose to make a ranged weapon attack against the provoking creature as part of the same reaction, adding the number rolled on the risk die to either the attack roll or damage.
If you choose to add the risk die to the attack roll, you must declare so before rolling the attack.
Level 6: Slightly Paranoid
You keep your eyes peeled at all times, constantly scanning for threats.
At sixth level, you gain proficiency in the Perception skill, and you add your Wisdom modifier to your initiative rolls.
Level 6: Crazy Eye
You're starting to slip slightly as your life grows longer.
Once per short rest, as a bonus action you can eye up a hostile creature within 30 feet of you and give them a quick glimpse of your quickly deteriorating psyche.
The targeted creature must make a Wisdom save against your maneuver save DC, on a failed save that creature is under the Fightened condition until the start of your next turn.
Level 10: Paranoid Awareness
At 10th level, your paranoia deepens further, making you even more adept at watching your surroundings.
You gain blindsight with a range of 30 feet, which increases by an additional 30 feet by 14th level.
You also gain another use of your Crazy Eye per short rest.
Level 14: Panicked Fanning
On your turn, when you make an attack roll using a ranged weapon with advantage, you may forego that advantage in order to make another weapon attack using that same weapon.
A creature struck by this attack is caught off-guard by the frantic speed at which you performed it and must make a Constitution saving throw against your maneuver save DC or have the stunned condition until the start of its turn.
When you make this special attack you may expend one of your Risk Die and add one roll of it to the damage dealt by both attacks, or half as much (rounded down) to your maneuver save DC for this ability.
You may use Panicked Fanning a number of times equal to your proficiency bonus each long rest, you may also expend a Risk Die to restore one use of this feature.
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