Base Class: Gunslinger
Fire Six-Shooters with Incredible Speed
Six-shooter at your hip, high noon sun overhead—that’s how every gunfight ought to begin. Your expertise is in drawing first and delivering a hail of gunfire before your foe can hope to shoot back. Not every bullet needs to be accurate as long as you’re still standing when the smoke clears.
Close-Quarters Shooting
At level 3 being within 5 feet of an enemy doesn’t impose Disadvantage on your attack rolls with Ranged weapons.
Fan the Hammer [Maneuver]
When you take the Attack action with a Ranged weapon that doesn’t have the Two-Handed property, you can expend one Risk Die as a Bonus Action to make two additional ranged attacks with that weapon. These additional attacks always have Disadvantage, regardless of circumstance. You can’t use the Automatic mastery property with these attacks, and you must have a free hand to use this maneuver. The number of bonus attacks you can make with disadvantage increase as you gain levels in the class at level 10, you can make 3 additional attacks and at 14th level you can make 4 additional attacks
Swift reloader
Starting at 6th level, you can reload your firearm with practiced efficiency. Once per round, you may reload a firearm you are wielding without using an action, provided you have a free hand. You can use this feature a number of times equal to your proficiency bonus(rounded down), and you regain all expended uses when you finish a long rest.
Disarm
Level 6, When you score a Critical Hit and trigger your gut shot feature against a creature, you can disarm the target instead of lodging a projectile in it. The target drops one object of your choice that its holding, with the object landing in a space of our choice up to 15 feet away from the target.
Showdown[Maneuver]
At level 10, When you roll Initiative, you can expend a Risk Die to draw a Ranged weapon and make an attack using it. Add the Risk Die to the damage roll. On a hit, the target has Disadvantage on attack rolls against creatures other than you on the first round of combat.
Bullet Time
Starting at 14th level, you can enter a heightened state of perception where time seems to slow around you. As an action, you may expend all remaining ammunition in a single firearm to unleash a devastating flurry of shots. You immediately make a number of ranged weapon attacks equal to the amount of ammunition expended, up to a maximum of 6 attacks.
- Each attack must target a creature you can see within the weapon’s normal range.
- On a hit, the attack is treated as a critical hit.
- You can only target a creature with 3 attacks at most
- You cannot benefit from advantage on these attacks.
- After using this feature, your speed becomes 0 until the start of your next turn.
- It can not benefit from the headshot class feature.
Once you use Bullet Time, you can’t use it again until you finish a long rest.
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