Base Class: Fighter
In a world teetering on the edge of destruction, where hope is a fleeting whisper, a new hero emerges: the Gunslinger: Destined Gun. These individuals are not only masters of firearms, wielding their weapons with unparalleled precision, but they are also chosen by fate to play a pivotal role in saving their world—and possibly the entire multiverse.
Heirs to Okami Ryuji’s Legacy
Hailing from the Okami Shounen universe, the Gunslinger: Destined Gun are the chosen descendants of Okami Ryuji, the savior of worlds and guardian of the multiverse. They inherit not only the courage and determination of their ancestor but also a profound and mysterious knowledge of firearms—a rarity in their world. These guns are no ordinary weapons; they are bound by destiny, imbued with cosmic energy that enables their wielders to combat threats from dark dimensions and forces that disrupt the balance of existence.
The Weapon of Destiny
The firearms carried by a Destined Gun are symbols of their power and responsibility. Each weapon is unique, often etched with magical engravings that reflect the essence of its wielder. These guns are not merely tools of war; they are extensions of the wielder's soul, capable of unleashing energy that can obliterate enemies or shield allies in battle.
What sets these weapons apart from ordinary firearms is their exclusive bond with their wielder. No one else can use them, and when the trigger is pulled, each shot is a statement of their unyielding resolve to fulfill a greater destiny.
Unparalleled Skills
The Destined Gunslinger combines lightning-fast reflexes with a supernatural mastery of firearms, enabling them to take down foes that would be insurmountable for others. With the power inherited from Okami Ryuji, they can shoot with extraordinary accuracy, even in the most improbable circumstances. Their movements are a blur, a dance of death and precision, as they weave through enemy attacks while delivering devastating blows with their chosen weapon.
Burning with Purpose
As heirs to the Okami lineage, Destined Guns fight not only to protect their own world but also to safeguard the balance of the multiverse. Their hearts burn with the fire of destiny, driving them forward even in the face of overwhelming darkness. Every step they take on the battlefield is a march toward their preordained fate, where they stand as the final bulwark against forces that threaten to unravel existence.
Forging a Destined Gun
When creating a Gunslinger: Destined Gun, consider how your character came to accept their role as an heir to Okami Ryuji. Did they embrace this responsibility with pride, or did they struggle with it, only to find purpose in their journey? How did they discover their destined firearm? Was it a gift from Okami Ryuji himself, or did they uncover it during a perilous quest?
As a Destined Gun, you are not just a master of weapons—you are a beacon of hope in a world engulfed by despair. You carry the weight of destiny in your hands, and with every shot fired, you step closer to fulfilling your ultimate purpose.
Gunslinger
As a Gunslinger, you blend the art of precision, speed, and tactical mastery with firearms to command the battlefield. Whether you're a quick-draw sharpshooter or a strategic long-range sniper, you can adapt your skills to any situation with devastating effect.
Customization Options
Firearm Types
Choose or craft firearms that match your character’s personality and playstyle. Examples include:
- Revolver: High damage, fewer shots before needing to reload.
- Rifle: Long-range precision and powerful shots.
- Shotgun: Devastating at close range, ideal for crowd control.
Additional Trick Shots
At your DM’s discretion, you can unlock or create additional Trick Shots, such as:
- Explosive Shot: Deals area-of-effect damage.
- Ricochet Shot: Hits a second target within range.
- Piercing Shot: Ignores all cover and hits multiple targets in a straight line.
This subclass combines mechanical precision and cinematic flair, ideal for players who want to bring either a gritty wild-west outlaw or a high-tech sharpshooter vibe to their campaign. Whether it's a gunslinger with quick-draw reflexes or a tactical marksman, the Gunslinger archetype excels in controlling the flow of battle with deadly precision.
Gunsmith
Upon choosing this subclass at 3rd level, you gain proficiency with Tinker’s Tools and Firearms. Additionally, you can craft your own ammunition and repair damaged firearms during a short or long rest. You can modify your firearms to fit your needs, gaining one of the following benefits per modification:
- Enhanced Barrel: Increase your firearm's range by 50%.
- Stabilized Grip: Gain advantage on attack rolls with firearms when moving or in windy conditions.
- Quick Loader: Reloading a firearm no longer requires an action or bonus action.
Level 3: Deadeye Shot
At 3rd level, you can use your bonus action to take a precise aim. Until the end of your turn, add your proficiency bonus to the damage of your next firearm attack. If the attack misses, the ability is not expended.
Level 10: Rapid Reload
At 10th level, your mastery over firearms allows you to reload at lightning speed. Reloading a firearm no longer requires an action, bonus action, or reaction. Additionally, your attacks with firearms ignore half cover and three-quarters cover.
Trick Shots
At 7th level, you learn to perform special Trick Shots. Choose three trick shots from the following list. You can use your Trick Shots a number of times equal to your proficiency bonus + Dexterity Modifier per long rest. When using a Trick Shot, roll an additional damage die and apply one of the following effects:
Tricks
At level 7, you learn 3 Tricks of your choice, gaining 2 more at levels 9, 13, and 18. Tricks enhance your abilities, aid allies, or hinder enemies. You can replace one known Trick whenever you learn a new one.
Technique Dice
You start with 4d8 Technique Dice, used to fuel Tricks or Gun Stunts. Expended dice are recovered after a short or long rest. You gain 1 more die at levels 9 and 17.
- Improvement: Dice become d10s at level 9 and d12s at level 18.
Saving Throws
Some Tricks require a saving throw:
Save DC = 8 + proficiency bonus + your Dexterity, Intelligence, or Charisma modifier.
- Disarming Shot: The target must succeed on a Strength saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus) or drop one item of your choice.
- Pinning Shot: The target must succeed on a Dexterity saving throw or have their speed reduced to 0 until the end of their next turn.
- Bullying Shot: The target must succeed on a Wisdom saving throw or become frightened until the end of your next turn.
Break Cover
Spend a technique die to attack a creature in cover. Add the result of the technique die to the attack's damage.
- A target in 3/4 cover is considered to have 1/2 cover.
- A target in 1/2 cover is considered to have no cover.
- A target in total cover can be attacked with disadvantage if you are aware of their location. These targets are treated as having 3/4 cover.
- If attacking a creature swallowed by another, both the swallowed creature and the swallowing creature take damage.
Bullying Shot
The target must succeed on a Wisdom saving throw or become frightened until the end of your next turn.
Cheat Death
Spend 2 technique dice when reduced to 0 hit points to regain hit points equal to the roll of two technique dice plus your Constitution modifier.
Disarming Attack
Make an attack roll and expend a technique die to add the number rolled to the attack's damage and force the target to make a Strength saving throw to avoid dropping a held item.
Disarming Shot
The target must succeed on a Strength saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus) or drop one item of your choice.
Dodge Roll
As a reaction, when targeted by an attack, spell, or area effect, spend a technique die. Reduce the damage taken by the result of technique die + your Dexterity modifier. You can also move 10 feet in any direction without provoking opportunity attacks.
Evasive Footwork
When you move, spend a technique die. Add the result of the technique die to your AC until you stop moving.
Piercing Attack
When you hit a creature with a ranged weapon attack, spend a technique die. The shot continues through the target to potentially hit another creature in the same line. The second creature takes damage equal to the result of the technique die.
Pinning Shot
The target must succeed on a Dexterity saving throw or have their speed reduced to 0 until the end of their next turn.
Trip Attack
When you hit a creature with a weapon attack, spend a technique die. Add the result to the attack's damage roll. If the target is Large or smaller, they must make a Strength saving throw. On a failed save, the target is knocked prone.
Level 15: Bullet Storm
Starting at 15th level, you can unleash a devastating barrage. As an action, you can make one attack against each creature of your choice within a 40-foot cone. You must have enough ammunition for each attack. Once you use this feature, you must complete a short or long rest before using it again.
Level 18: Perfect Shot
At 18th level, you gain unparalleled accuracy. If you miss an attack roll with a firearm, you can choose to hit instead and add to damage roll 10d10 force damage. Once you use this feature, you must complete a long rest before using it again.
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