Base Class: Gunslinger
Semper Vigilio - Always Vigilant.
Originating from the need to effectively clear small areas, buildings, and fortifications via overwhelming firepower, early Breachers came from many ranks, mostly arquebusiers and knights. The combination of advanced firearms and the best in armor technology proved to be extremely successful, as Breachers became more popular and standardized across multiple armies & law enforcement agencies over time.
This subclass was inspired by a certain Takanashi Hoshino from Blue Archive and the Vanguard Talent in Lancer TTRPG. All rights belong to their respective owners.
Level 3: Vanguard
Front Rank. You gain proficiency in Medium Armor and Shields. Additionally, you can use two-handed firearms that have the Scatter mastery property as if they were one-handed. At level 6, you may treat Scatter firearms as if they also have the Push mastery property, and vice versa. You may also use your Dexterity modifier for all actions and feats that involve your shield (ie, Shield Master), and feats that require you to use a Melee weapon now apply to your firearms.
Handshake Etiquette. You gain a 15-foot Emanation called Threat. Your ranged weapon attacks against Prone creatures within your Threat are made with Advantage rather than Disadvantage, and you have Advantage on all Opportunity Attacks. Additionally, you may make Opportunity Attacks with ranged weapons against creatures that try to exit your Threat.
Level 3: Hunker Down [Maneuver]
As a Bonus Action while you are holding a Shield, you may expend a Risk die and enter a defensive form. You add your Proficiency Bonus to your AC until the end of your next turn. All allies within 10ft of you also gain this AC bonus.
Level 6: Close Quarters Battle
Greater Guardian. You and all allies within your Threat gain Half-Cover from Ranged attacks and save effects. At level 10, they also gain Advantage on saving throws against ranged save effects. This effect is inactive while you have the Incapacitated condition.
Semper Vigilio. Whenever a hostile creature would enter, exit, or start a movement within your Threat, you may make an Opportunity Attack against it with a Ranged Weapon. This does not count as a Reaction but can only be made once per turn per creature. You can make this special attack a number of times equal to your proficiency bonus, and you regain all uses when you finish a Short or Long Rest, or when you roll Initiative. You may also regain 1 use whenever you would expend 1 Risk Die for any Maneuver you know.
Level 10: Breaching Dash [Maneuver]
You can surprise combatants by rushing into the line of fire. After you roll Initiative but before any creature takes their turn, you may Dash as a Reaction and gain the bonuses of Hunker Down without expending a Risk die. If your Dash would end within 5ft of a creature, you may Shove them as a free action.
Level 14: Rain of Lead
Once on each of your turns, when you hit a creature with a weapon with the Scatter mastery property, you may also choose any number of creatures within 5 ft. of the target. They take the same amount of damage as the target, or half on a successful Dexterity save. You may expend a Risk die as a Bonus Action to uncap the 1/turn limit of this action until the start of your next turn.
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