Base Class: Gunslinger
To some gunslingers, the battlefield is a brutal game of survival. To others, it is simply business. But to you, combat is neither—it is a stage, and every shot is a chance to steal the spotlight. You are the Showstopper, a daring performer who uses powder, lead, and spectacle to make war into theater.
Where another might fire a gun for efficiency, you fire it for effect. Your bullets land like drumbeats, your reloads are flourishes, and your critical hits demand the same awe as a thunderous encore. You thrive on timing, opening with a bold strike, savoring the mounting tension as you line up each shot, and finishing with a flourish that leaves the crowd—friends and enemies alike—gasping.
The Showstopper embraces risk not as a burden, but as the soul of performance. You burn through your Risk Dice not just for precision, but for spectacle, weaving your maneuvers into a performance that rallies allies and unnerves foes. The first shot after a reload is not merely a bullet—it’s a First Act, setting the stage for everything that follows. A crit is not just a lucky hit—it’s the crowd holding its breath, watching enemies tremble at your presence. And when you finally land your killing blow, you know how to turn the silence of death into applause, carrying you into your next scene with vigor.
At the height of your art, you transcend the role of gunslinger and become something more: a pyrotechnic trickster, a battlefield magician, a performer of bullets and flame. A Showstopper’s finale is unforgettable, whether through the blinding haze of Curtain Call or the unifying rally of Roll the Credits. Where others see a battlefield, you see an audience. And every audience deserves a standing ovation.
Level 3: Opening Act
When you choose this archetype at 3rd level, you learn how to make a memorable entrance.
Opening Act. The first firearm attack you make when combat starts deals additional damage equal to your Risk Die, whether the attack hits or misses. This bonus damage ignores resistance but not immunity.
First Act [Maneuver]. When you reload a firearm, you can expend and roll a Risk Die before making your first firearm attack after that reload. That attack becomes a critical hit if it hits. Additionally, you add the value of the Risk Die to the damage roll (this additional damage is not doubled by the critical).
Note: This maneuver can only be used on the first firearm attack at any time right after you make a reload.
Level 6: Hold the Applause
Your critical hits leave your audience--foe or friend--stunned by the sheer flair.
- When you score a critical hit with a firearm arrack, all creatures within 10 feet of the target must succeed on a Wisdom saving throw (DC equal to 8 + Charisma Modifier + Proficiency Bonus) or be Frightened of you until the end of your next turn.
- While a creature is frightened in this way, it cannot take reactions against you.
- Allies have Advantage for their saving throw.
Level 10: Final Act
You know how to end a scene with flourish.
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The last piece of ammunition in a firearm before you must reload deals bonus damage equal to twice your Risk Die.
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Additionally, when you reduce a creature to 0 hit points with a firearm attack, you may either immediately make another firearm attack as part of the same action, or you gain temporary hit points equal to your Risk Die + your Charisma modifier until the end of your next turn.
Level 14: Standing Ovation
Your acts draw roars of approval—or terrified silence.
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Curtain Call. As a bonus action, you can throw a handful of gunpowder into a 10-foot-radius area within 30 feet. Each creature in the area must succeed on a Constitution saving throw (DC equal to your Maneuver save DC) or be blinded until the end of your next turn. The area remains coated with powder for 1 minute, making it highly flammable.
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The first time any fire damage occurs in the area, the powder ignites in an explosion, forcing each creature in the area to make a Dexterity saving throw. On a failed save, they take fire damage equal to twice you Risk Die + your Charisma modifier; on a success, they take half as much.
- Note: Requires Gunpowder or flammable powder in order to use.
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Roll the Credits. Whenever you expend a Risk Die, you may choose any number of allies within 30 feet. Until the start of your next turn, they gain bonus damage on their next weapon attack equal to your Charisma modifier, and they benefit from Hold the Applause: frightened creatures cannot take reactions against them.
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