Base Class: Gunslinger
A subclass focusing entirely on the Gunslinging part of being a Gunslinger. Fast reloads, fast aiming, fast shooting...and accurate shooting too. Focused on speed and a few buffs for you and your allies...in the end, all it really takes is just one bullet.
- You gain a Deadeye Meter when you choose this subclass. It has 3 bars in this meter. These bars are used for specific actions and abilities that this subclass grants you. You regain a bar for each time you outright kill an enemy, or put them out of combat. Lethal and non-lethal choices.
- You gain more bars to your Deadeye Meter when you level up, gaining one bar per level.
- Does not work on self, allies, or controlled (control of any type) enemies.
You also gain a Charm Meter, which allows you to convince others or intimidate them easier..and also allows you to buff your own allies without needing any magic at all. Just some good ol' motivation.- Works similarly to the Deadeye Meter, 3 bars, and gain 1 extra bar every level up. The only difference is just how it's recovered. Instead of the normal way of recovering the meter..you have to do different types of performances and tricks to fill it back up. This can include speed reloads, gun spinning, singing a song..and more. Mostly things out of combat though.
If any of these meters run out, you slowly start to do worse in combat.-
- If the Deadeye Meter hasn't been full for at least 3 rounds, you gain disadvantage on all attacks, and weapons have half of their original range.
- If the Charm Meter hasn't been full for at least 3 rounds, your buffs will instead turned into debuffs.
Level 3: The Gentleman's Fastest Hand
When combat begins, you are faster than thought-or even instinct. Reflexes sharpened by hours of practice and shooting have brought you this far, so why not use them now?
- When you roll for initiative, you may use your reaction for your turn to quickdraw one of your weapons and fire at any enemy near you that you can see, and is within range.
- This attack is made with Advantage, and when hit, roll 2 risk die. Whichever is the highest roll, add that to your To Hit roll, AND damage roll.
- If this attack reduces any creature to 0 HP, you are able to use another Quickdraw shot at another creature within range.
- This ability is not repeatable if this creature is reduced to 0 HP as well.
- This feature does not count as an Attack action, not does it prevent you from using your fully turn normally. However, it does use up your Reaction for that turn.
- You may also draw a weapon as part of rolling initiative, with no action required.
- You cannot be surprised at all if your hand(s) is already near a holstered weapon .
Inspire your allies, talk with your allies, fight with your allies...but most importantly, always remember, no matter what, always be with them at all costs. Consumes 2 bars from your Charm Meter.
- If you've defeated any enemies in the last round, in the next round, all allies within a 10 foot radius gain a buff!
- If you're not incapacitated, they all gain Advantage on all Attack Rolls and Saving Throws.
Level 3: Tough Cuss
Cuss out your enemies to the point that they lose all motivation to even fight!
- On a target of your choosing that can HEAR and UNDERSTAND you, roll for Intimidation, which you have advantage on when using this. Upon use, this consumes 3 of your Charm Meter.
- On hit, say an actual insult to the enemy about anything you can notice and see.
- This lowers the enemy's movement speed by 20 feet, along with granting disadvantage on all Attack Rolls and Charisma Saving Throws.
Level 6: Charm On The Trigger
Whenever in combat, use 4 bars of your Charm Meter to do a trick with your weapons. Spin them around, toss them, just any trick you know. Use these tricks to motivate your allies in even the lowest and worst of times. Use these tricks to lift them up, even when things look tough.
- On use, roll for Performance. On success, your allies are granted HP equal to their level, and temporary HP equal to their Charisma Modifier and Proficiency.
- They also gain advantage against Charisma saving throws, and gain Heroic inspiration.
- You can only use this ability once per short rest.
Level 10: Deadeye
Focus to your fullest, and aim as accurately as you can. Uses 6 bars of your Deadeye Meter upon use, and stays active for 1 minute. You can also use another bar of your Deadeye meter to extend that time by 1 round.
When Deadeye is active, you're able to target and focus on 2 enemies with one Attack action, and you gain Advantage for all attacks that you make against those targets.- You're able to focus on more by using another Attack action.
- Or, instead of targetting multiple enemies, you can target just one and fire multiple shots into them.
- Roll the amount of shots you wish to shoot into them, and roll for all those shots. You have Advantage for this stacking as well.
After Deadeye ends, you lose all focus in battle and gain Disadvantage on all Attack Rolls and Saving Throws for half the amount of time you were in Deadeye for.
Level 15: The Sovereign Of Showdowns
Combines "Deadeye" and "The Gentleman's Fastest Hand" together.
Upon getting this subclass ability, you can no longer use both Deadeye and The Gentleman's Fastest Hand separately now, as this ability combines the 2 and replaces them.
When you're in any sort of fight-no matter what type it is, you're always prepared, even when you don't seem to be prepared at all. This is your domain, this is where you reign...and this, is where all fall. With one simple bullet.
- When you roll for Initiative, you may use both a Reaction or a Bonus action to quickdraw one of your weapons and fire at at an enemy that you can see, and is within range.
- This attack is made with Advantage, and when hit, roll 4 Risk Dice. The 2 highest get added onto your To Hit roll and your Damage roll.
- You can choose to do it again if you either have your Reaction or Bonus action left.
- If this attack reduces an enemy to 0 HP, they can do it once again.
- However, this ability doesn't trigger again of this one reduces an enemy to 0 HP.
- Each quickdraw made consumes 1 bar from your Deadeye Meter.
- You regain your Bonus Action/Reaction this round, and this ability cannot be used again unless you're rolling for initiative again.
After landing a successful attack in the previous round, your allies become inspired by your actions, and become much more motivated. Consumes 2 bar of your Charm Meter and lasts Rounds.- While you're not incapacitated, allies within a 20 foot radius near you gain a bonus to Attack Rolls and Saving Throws equal to your Charisma Modifier + Prof.
By sacrificing 18 of your Deadeye Meter, you can activate "Standoff." It lasts for 3 minutes, and consumes 2 bars for an extra 1 minute.
- When Standoff is activated, time seems to slow. All targets that you can sense and hurt within a 120 foot radius just make a Wisdom saving throw (DC = 9 + Proficiency Bonus + Dexterity Modifier).
- On a fail, they are caught in the standoff against you, and are forced to focus on you.
- Their speed is forced to 0, and they cannot use Reactions at all.
- They can only attack you with normal attacks and spells.
- At the start of their turns, they must make a Charisma saving throw (DC = 8 + Proficiency Bonus + Charisma Modifier). On a fail, they hesitate, and waste their action for that turn as they flinch from the pressure you emanate.
- During Standoff, your Deadeye becomes activated as well.
- You're able to attack up to 2 enemies with just one Attack Action, and are able to attack 2 more with your other Attack Action.
- Additionally, you can attack 2 more with your Bonus Action.
- Or, instead of focusing on groups of enemy, you could also just fill one creature full of bullets, absolutely annihilating them.
- Roll the amount of shots you with to fire, and roll for all those attacks as well.
- To gain advantage on all of these attacks, sacrifice 3 bars from your Deadeye Meter to do so.
- You're able to attack up to 2 enemies with just one Attack Action, and are able to attack 2 more with your other Attack Action.
- After Standoff ends, you lose almost all focus in battle, gaining Disadvantage against all Attack Rolls and Saving Throws for half the amount of time you were in Standoff mode for, along with immediately gaining 2 levels of exhaustion.
Previous Versions
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7/21/2025 12:10:30 AM
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Coming Soon
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