Base Class: Fighter
Gunslingers in the Teresa-Dona galaxy are few and far between, but most anyone knows them for the mastery of firearms they spend their lives cultivating. A Gunslinger is a skilled marksman who navigates the intersection of magic and technology, merging the disciplines to surpass their bounds. The most prolific gunslingers in the galaxy claim they can reliably give a housefly a shave from 60 paces, but the best way to identify a true gunslinger is to count how many organic fingers they've got left.
Gun Maverick
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms with the "Simple" property, allowing you to add your proficiency bonus to attacks made with firearms. At 10th level, you gain proficiency with two-handed weapons that doesn't have the "Attrition", "Rush" or "Power" properties. At 15th level, you choose one of these properties; "Attrition", "Rush" or "Power"
When you do, you gain proficiency in all weapons with the property you choose.
You also gain proficiency with Tinker’s Tools, as well as gaining the following effects:
"Simply a Misfire".
Up to an amount of times equal to your proficiency bonus, if you were to make an attack action with your firearm, and the attack would result in the gun becoming "Jammed", you may spend one of these charges to bypass the jamming and simply have the attack miss. You regain all your Misfire charges after you finish a short or long rest.
Deadeye Aim.
You may, as a bonus action, take a moment to aim carefully before making an attack. If you do so, your attack ignores half and three-quarters cover.
Deadshot Precision.
While you use a firearm, when you roll an 18 or 19 to attack, you may use a bonus action to make the attack a Critical Hit. You may only use this up to an amount of times equal to your proficiency bonus, and you regain the charges after you finish a long rest.
"It's High Noon"
When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
Rapid Repair
Upon reaching 10th level, While spending time during a long rest to repair/improve a firearm, instead of spending 8 hours over a week, you may instead spend only long rest and roll an Intelligence saving throw, with the DC equaling 18 - your proficiency bonus - your intelligence modifier. If you succeed the roll, the firearm's quality is increased by one category, and if you critically fail the roll, the quality is decreased by one category, otherwise nothing happens. When you use this, you gain no benefits from the long rest while repairing/improving the firearm.
Temporal Bullet Ballet
Beginning at 15th level, your mastery over firearms transcends the boundaries of time itself, allowing you to manipulate the flow of combat. As an action, you can activate Temporal Bullet Ballet, entering a heightened state of temporal awareness that lasts for 1 minute.
During this time, you gain the following benefits:
Time-Bending Shots: Once per turn, when you make an attack with a firearm, you can choose to bend time slightly. If the attack misses, you can reroll the attack with advantage.
Temporal Echo: Once during the duration, when you roll for initiative, you can choose to reroll the initiative with advantage.
Once you use Temporal Bullet Ballet, you must finish a long rest before you can use it again.
Bulletstorm Aria
Beginning at 18th level, your mastery of the gunslinger's art reaches its zenith, enabling you to unleash a relentless Bulletstorm Aria. As an action, you can make a ranged attack against any number of creatures within a 60-foot cone, each requiring a separate attack roll. This doesn't provoke opportunity attacks, and you can reload your firearm as part of this action.
Creatures caught in the cone must make a Dexterity saving throw with the DC equaling your Dexterity score + your proficiency bonus. On a failed save, they take full damage; on a successful save, they take half damage. The damage dealt is based on your firearm's damage dice..
Additionally, for the next minute, your movement speed is doubled, and you gain advantage on Dexterity saving throws. Once you use Bulletstorm Aria, you must finish a long rest before you can use it again.
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