Gunslinger
Base Class: Gunslinger

     Some slingers shoot to uphold ideals, some shoot for fun, some shoot just to kill, some shoot to make a name for themselves, some shoot to  assist their friends. some shoot to kill enemies.  You shoot for a living.  You'd do almost anything... as long as you get paid your due of course.

  •      You gain a target that you do extra damage to based on your level.
  •      You gain 3 new Manuevers.
  •      You can see the HP of your target.
  •      You make it nearly impossible for the enemy to gain the advantage in an attack against you.
  •      You can gain rewards from killing targets.

Level 3: Target Acquired

Every combat, roll a dice equivalent to the number of enemies, assign each enemy to a number and if you roll that number, that enemy becomes your target.

When you kill a target, you can expend a risk die to get another one, otherwise don't have a target for the rest of the combat.

Your target takes more damage from your ranged attacks based on your level.

Level 3 - 1D6

Level 6 - 1D8

Level 12 - 2D8

Level 18 - 4D6

Level 3: Battle Experience [Manuevers]

You've gottten quite good at shooting and can roll and expend a risk die, adding it to your to hit upon missing a ranged attack and potentially making it hit.

You've know when to attack and when to retreat, as a bonus action expend a risk die to take the dodge, disengage, or dash action.

 

Level 6: Damage Assesment

You've gotten good at seeing how much harm needed to take out someone, always know the hp of your target.

Level 10: Experience

It's nearly impossible for you to be outsmarted in combat, therefore unless restrained or prone, you cannot roll an attack at disadvantage or have an attack rolled against you with advantage.

You've studied your opponent, and know their fighting style quite well, expend a risk die to give your target disadvantage on attack rolls on their turn.

You know your target well, choose two stats in relation to your own (Higher/Lower/Same): AC, Current HP, Max HP, STR, DEX, CON, INT, WIS, or CHA.

Level 14: Job Well Done

You gain 2 GP and 2 Risk Die back every time you deal the finishing blow to a target.

You can have two targets at once, if you roll the same enemy twice you may either reroll one or make that a High Paying Target (You roll the extra dice for hitting a target twice and gain double the rewards for killing them.)

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