Gunslinger
Base Class: Gunslinger

Some survive the Show Ichor. You embraced it. After spending years on the brink of an emotional detonation, you drank the impossible and became something worse. Your mind now bends reality through pure chaos, manifesting explosives where none should exist. Rockets, blasts, and impossible weapons erupt from your will alone, not because they are real, but because reality has stopped arguing with you.

Your will is manifested in loud explosions, So no one shall ignore you ever again.

Level 3: PANIK! [Maneuver]

At level 3 when you choose this subclass, As a bonus action you can expend 2 Risk Dice to manifest an explosive launcher in your hands. Choose a point you can see within 90 feet of yourself. The launcher immediately fires at that point and vanishes after the shot, and you immediately re-equip the weapon you were holding before using this maneuver.

Each creature in a 25-foot Cube centered on the chosen point must make a Dexterity saving throw against your Maneuver save DC. On a failed save, a creature takes Thunder damage equal to a number of dice equal to your Proficiency Bonus, using the size of your Risk Die. On a successful save, it takes half as much damage.

The launcher exists for exactly long enough to make one very irresponsible decision.

 

Level 3: MAYHEM!

At level 3 when you choose this subclass, Before you make a ranged weapon attack, you can declare that the attack uses Mayhem Ammunition.

If the attack hits, the target takes extra damage equal to your Dexterity modifier, using the same damage type as the weapons attack. In addition, each creature within 10 feet of the target, including you and your allies, takes the same amount of damage.

If the attack is a Critical Hit, the extra damage dealt to the target and each creature within 10 feet of it is doubled.

Mayhem Ammunition is dangerous to fire. If the d20 roll for the attack is a 2, 3, or 4, whether the attack hits or misses, you take damage equal to your Dexterity modifier, using the same damage type as the weapons attack. If the d20 roll is a 1, you instead take twice that amount of damage.

Once the attack is resolved, the Mayhem Ammunition is expended.

 Mayhem doesnt discriminate. That is the point.

 

Level 6: Rolling with Explosion

At 6th Level Your opinions dont go unnoticed, even after you have left the conversation. When you use Dodge Roll Maneuver, you can leave a bomb at the space you occupied when you used the maneuver. The bomb detonates at the end of your current turn.

The bomb functions as a normal bomb, except that its saving throw DC is equal to your Maneuver save DC instead of the bomb normal DC.

The bomb deals 3d6 Fire damage to each creature in a 5-foot-radius Sphere centered on it. A creature in the Sphere must make a Dexterity saving throw, taking the damage on a failed save or half as much damage on a successful one.

The bomb requires no action to activate and detonates automatically at end of your current turn.

At 12th Level, you can leave two bombs instead of one when you use Dodge Roll Maneuver.

DROP. ROLL. EXPLODE!! The order reaaaally does not matter.

 

Level 10: Rocket Jump

At 10th Level your outburst now moves people! Physically! Your Panik! Maneuver now can propel creatures through the battlefield.

When you use Panik!, each ally of yours, including you, that is affected by the explosion can choose to be launched up to 30 feet in a direction of its choice, regardless of whether it succeeds or fails its Dexterity saving throw. Your allies take half damage from your Panik! Maneuver damage.

In addition, each enemy affected by the explosion must make a Strength saving throw against your Maneuver save DC. On a failed save, the creature is launched 30 feet directly away from the center of the explosion and falls prone. On a successful save, it is not moved by this feature.

A creature launched upward falls normally unless something prevents the fall.

Ground control to major Clown.

 

Level 14: EVERYBODY PANIKS!

At 14th Level Your explosive launcher now become much more sharing. When you use your Panik! Maneuver, you can choose to replace its normal projectile with a volley of smaller projectiles. You still expend the normal 3 Risk Dice for the maneuver.

You fire a number of projectiles equal to your Proficiency Bonus. Each projectile targets a different creature you can see within 90 feet of you. A creature can not be targeted by more than one projectile from this feature.

Each target must make the Dexterity saving throw required by Panik!. On a failed save, the target takes thunder damage equal to 2 Risk Dice, using your current Risk Die size, and is marked with En Panic!. On a successful save, the target takes half as much damage and isn't marked.

En Panic!: A creature marked with En Panic! becomes a priority target for your allies. While a creature is marked, attack rolls made against it by your allies can score a Critical Hit on a roll within your Critical Shot range, provided that range is better than the attacker's normal Critical Hit range. The mark lasts until the start of your next turn or until the creature is hit by a Critical Hit. When either event occurs, the mark ends.

Catastrophic Panic Attack!

 

Previous Versions

Name Date Modified Views Adds Version Actions
9/21/2026 3:24:49 PM
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Aki.001
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9/27/2026 3:59:07 PM
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Aki.002
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