Golden Arms Image
Prerequisite: At least level 15 gunslinger if level 20 overall, or level 19 gunslinger
 

"Heart brings Belief and from Belief, Legends". An old saying from your Pa, something you never did understand, up 'till now. You've reached the peak. You know all there is to know, and that know-how has been etched into your very soul. People like to talk about how a weapon is an extension of one's self, how what gives an arrow or a blade heft is faith or skill. But we know that they don't got a single clue as to what they're on about. You know though, don't you kid? That's right, it ain't something as flimsy as skill or faith, but Heart. Heart to make that shot. Heart to move forward and walk your own path, to blaze your own trail. Heart to see things through. Heart for when your back is against the wall and the shadows start closing in to never stop. You don't start to cry or lament or pray to gods that have never answered. The spark in your heart ignites and it burns, it burns hot and high, greater than any of those stars in that there sky. And Kid? You've got Heart to spare. So rage! Spit in their eyes and bite at their claws, break their teeth on your bones. Fill those irons of yours with your molten heart, take aim and loose your denial against entropy. So rage. Rage and rage and keep raging. Keep your heart ablaze. Be the final mote of dusk pushing against the end, and be the first flash of dawn against the dark. For until all words are spoken and the last flame goes out, they'll be talkin' about You, kid. The Man with The Golden Gun.

 Your utter mastery of firearms has reached it's peak, and transcended into something more. You are now able to feed your life force into your firearms in order to increase their potency, making them into molten golden versions of themselves, though harmless to the wielder, and magically enhanced. With that, two new actions that perfect your two distinct styles, that of the lead slinging desperado, and that of the eagle-eyed trick shot may now be preformed.

For the first form, "Discourse", you must use a bonus action to enter the Gunslinger's Trance, where you must recite an abbreviated version of the Gunslinger's Creed, either verbally or mentally. If mentally, must make a wisdom concentration dc of 15 or higher. If failed, you lose one charge of Golden Arms and must try again next turn, with the ability needing a short rest if all three charges fail. If the roll passes the attack commences. The firearms damage is changed from normal Piercing, to 4d8 Magical Piercing plus an additional 1d4 fire and an additional 1d4 radiant damage for every two bullets currently loaded into the firearm. This attack can be fired 1-3 times in rapid succession, with each shot consuming 25 health points of the users max health. These attacks ignore resistance to fire damage and uses the weapons base to hit score plus 5 for the attack roll.

For the second form, "The Last Word",  you must use a bonus action to enter a advanced state of the Gunslinger's Trance, where you will be forced to recite the entire Gunslinger's Creed mentally or aloud(Same rules as above) for two consecutive turns counting the current turn where the advanced trance was entered. If you are attacked while in the trance after the initial deployment of the technique, make a wisdom saving throw with disadvantage for each turn that has been used for the trance. If all pass, keep concentrating, if one passes lose focus and break the trance, must try again, and if none pass the Golden Arms ability is lost for the rest of the fight. Finishing the full trance changes changes the weapons damage from normal Piercing to 14d8 Magical Piercing plus an additional 1d6 fire and additional 1d6 radiant damage for ever bullet currently loaded into the firearm. This attack is one shot, and upon it's use the user's health will be set to 1, and they will not be able to take any actions next turn. Alternatively, if the user is at full health, the attack may be preformed from the initial stage of the Trance without need to recite the entire Gunslinger's Creed, while also allowing for an automatic pass on hit rolls, as well as an automatic critical, with the health being still set to one, and no actions being allowed on the next turn. This attack ignores both fire resistance and immunity. This attack can only be used against huge and larger creatures, or creature of Serious Threat(DM's Discretion).

The charges for these abilities are half of the total proficiency score, with Discourse being allowed to be used all charges before a short/long rest, and the Last Word using all charges if successful, needing a long rest to regain the charges.

 

 

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