Gunslinger
Base Class: Gunslinger

Blow Up Anything in Your Way
You believe that virtually all problems can be solved with the careful application of high-explosives, and will go to great lengths to prove this thesis. Demolitions are your expertise, and anything that can cause explosions at long range is your instrument. If you must, you can make do with an ordinary gun, but it’s simply not as satisfying as blowing your enemies into smithereens.

Explosive Shot

When you make a ranged attack using a weapon whose mastery property you can use, you can replace that property with the Explode property for that attack.

The damage of this attack is Fire instead of the weapon’s normal damage type.

Heavy Ordnance [Maneuver]

Whenever you use a weapon’s Explode property, you can take a Bonus Action and expend one Risk Die to increase the explosion’s radius to a 10-foot-radius Sphere. Add the Risk Die to the damage roll.

Configurable Blast

When you use a weapon’s Explode property, you can choose one of the following benefits for that attack.

Demolition Blast: The explosion deals double damage to objects and ignores the damage threshold of objects.

Elemental Blast: You cause the explosion to deal Acid, Cold, Lightning, or Thunder damage rather than its normal damage type.

Incendiary Blast: Flammable objects in the area of the explosion that aren’t being worn or carried start burning.

Take Cover

Each creature you choose gains the benefits of your Evasion feature while it is within 5 feet.

Clusterbomb

When you use a weapon’s Explode property, you can fire a Clusterbomb. The explosion is a 20-foot-radius Sphere.
On a failed save, a creature takes 10d6 Fire damage, or half as much damage on a successful save. This damage ignores Resistance.

A Huge or smaller creature that takes damage from the Clusterbomb has the Prone condition.
Once you use this feature, you can’t use it again until you finish a Short or Long Rest.

You can also restore your use of it by expending four Risk Dice (no action required).

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