Base Class: Gunslinger
At the peak of your carnival craft, you no longer see your targets as mere foes — they’re the ultimate trophy, the prize booth jackpot that all your showmanship, wagers, and shots have been leading toward. Where others see only danger, you see the flashing lights and ringing bells of victory.
By combining your marks, you elevate your target into a [Grand Prize] — the towering stuffed bear, the golden crown, the one prize you can’t walk away from. Once you lock eyes on it, the world sharpens: your shots fly straighter, your aim never wavers, and your bullets land with dazzling precision. Against the [Grand Prize], even fate itself refuses to hand you a poor roll; every pull of the trigger feels inevitable.
And when you finally take it down, the crowd in your head erupts. Tickets spill into your hands like confetti, and the thrill of victory surges through your veins. Every shot after is faster, harder, sharper — because you’ve already proven you can win the big one, and nothing will stop you from running the table until the game is done.
Level 3: Eye on the Prize
You gain the ability to designate a target as your [Prize].
- The first time you make an attack (hit or miss) against a creature in an encounter, that creature becomes your [Prize] for the entire combat.
- You cannot change your [Prize] during the encounter.
- You can not have Disadvantage when attacking your [Prize].
- The first time you hit your [Prize] you deal bonus damage equal to your level.
Note: Only 1 [Prize] can exist per combat.
You can collect only 1 [Prize] per combat.
Special Exception:
Boss Clause: Bosses and similar major foes are always considered a [Prize] or [Big Prize]. This knowledge is known only to you, even if you have already claimed a [Prize] in the same combat.
Level 3: Ticket Collector
You gain the ability to earn and spend tickets. Whenever you slay your [Prize] with an attack, you gain “tickets.”
- When you reduce your [Prize] to 0 hit points, you gain 3 tickets.
- You can hold tickets equal to your Charisma modifier (minimum 1).
As a bonus action, you may spend tickets to gain temporary hit points equal to the (tickets spent × your proficiency bonus).
Note: Once a [Prize] has been claimed, all [Prize] markers are removed and can not be reapplied for the duration of the current combat.
Level 6: Carnival Flair
Your obsession grows into a contagious thrill that spreads across the battlefield.
- When you make an attack, you may expend and roll a Risk Die. If the attack hits, add the result to the damage.
- On a hit with this effect, mark the target as a [Small Prize] and your original [Prize] becomes the [Big Prize].
- You may move the [Small Prize] mark to a new target each time you use this feature. You can only have one [Small Prize] at a time.
- [Small Prize] gives you 1 ticket when slain.
In addition, when you use a Maneuver against your [Prizes], you can add your Charisma modifier (minimum +1) to the Risk Die result.
[Small Prize] gives half the rewards to you and receives half the Modifiers and Proficiency Bonuses from you, rounded down (minimum 1).
Example: You add half your Charisma Modifier to your Risk Die when using a Maneuver against your [Small Prize]. Or;
Reminder: "[Small Prize] gives you 1 ticket when slain".
Level 6: Potshot Maneuver
When you target your [Prize] with a firearm attack, you may expend and roll a Risk Die. On a hit, you deal bonus damage equal to the number rolled.
- You may also choose to spend gold equal to up to twice the Risk Die result; if you do, the attack deals additional damage equal to the gold spent. However, this attack’s damage is always considered non-lethal.
- [Small Prizes] can only have gold spent up to the Risk Die result.
- You can spend a ticket instead of gold.
- Tickets are worth 2 gold pieces.
Note: You can only use this Maneuver against [Prizes].
Level 10: Get Excited!
Your practiced showmanship becomes part of your combat style.
[Prize] Effects:
[Small Prize]: Can also be killed by Pot Shot’s additional damage.
[Big Prize]: Once per turn, when an ally hits your [Big Prize], they deal additional damage equal to your Charisma modifier.
[Prize Collection]: Upon killing a [Prize], roll a d6 to determine a reward you and your allies within 30 feet of you recieve.
- Gain +10 movement speed until the end of their next turn.
- Deal +4 damage on the next hit.
- Reduce the next damage recieved equal to your level.
- Next attack roll gains +6.
- Next saving throw gains +8.
- Next Critical Hit deals bonus damage equal to your level.
Note: [Small Prize] grants half the amount of rewards.
Level 14: Grand Prize
You learn how to escalate your prizes into the ultimate reward.
You can combine your [Small Prize] with your [Prize] or [Big Prize] to designate that creature as your [Grand Prize].
While a creature is your [Grand Prize]:
- You gain a +2 bonus to attack rolls against it.
- When you roll damage dice against it, no die can result in less than 2.
- When you reduce your [Grand Prize] to 0 hit points:
- You immediately gain tickets equal to your maximum ticket capacity.
- For the rest of the combat, your weapon attacks deal +3 damage.
[Prize Collection]: The rewards are 1.5× more effective.
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Posted Apr 9, 2026Thank you
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Posted Apr 8, 2026absolutely amazing