Gunslinger
Base Class: Gunslinger

 

The Corsair is a daredevil Gunslinger who turns luck into a weapon. By wagering fate itself, they empower allies with Phantom Rolls—temporary boons that can swing a fight or backfire spectacularly. As battles unfold, the Corsair builds momentum through Risk Dice and elemental shots, constantly choosing whether to play it safe or double down. At higher levels, fortune bends in their favor, letting them cheat disaster and ride the edge of chance with impossible confidence.

Level 3: Phantom Roll

Starting at 3rd level. You gain access to Phantom Roll. 

  • As a Bonus Action, roll 1d12

  • Choose one Phantom Roll you know

  • Affects allies of your choice within 30 ft

  • Duration: 1 minute

  • You can have 1 active Phantom Roll at a time

Uses: Proficiency Bonus per Long Rest
Save DC: 8 + proficiency bonus + Charisma modifier (if applicable)


Roll Results

d12 Result
1–10 Standard bonus
11 (Lucky) Improved bonus
12 (Bust) Roll ends immediately; apply penalty

Bust penalties last 1 round unless stated otherwise.


Phantom Rolls (Pick 2 at 3rd level)


⚔️ Barbarian’s Roll

Standard: Once per turn, when you hit with a weapon attack, it deals extra damage equal to your Risk Die.
Lucky: Extra damage equals twice your Risk Die.
Bust: Deal reduced damage equal to your Risk Die on your next hit.


🎯 Ranger’s Roll

Standard: Once per turn, you can add your Risk Die to an attack roll.
Lucky: Add twice your Risk Die.
Bust: Disadvantage on your next attack roll.


🛡️ Paladin’s Roll

Standard: When hit by an attack, you can roll your Risk Die and reduce the damage by that amount.
Lucky: Reduce damage by twice your Risk Die.
Bust: Cannot take reactions until end of next turn.


⚡ Rogue’s Roll

Standard: Once per turn, you can move an additional 10 feet without provoking opportunity attacks.
Lucky: Move an additional 20 feet and advantage on next Dex save.
Bust: Movement speed reduced by 10 feet.


🎲 Gambler’s Roll

Standard: Once per turn, you can add your Risk Die to an ability check.
Lucky: Add twice your Risk Die.
Bust: Disadvantage on next ability check.


You learn one additional Phantom Roll at levels 6, 10, and 14.

Level 3: Lucky Devil

  • When you roll initiative, gain 1 Risk Die

  • If you already have maximum Risk Die, instead gain advantage on your next Phantom Roll

Level 6: Quick Draw Shot

  • As a bonus action, you may expend 1 Risk Die to make a Quick Draw Shot using your firearm.

  • When you make this attack, choose one elemental damage type from the Quick Draw Shot table. On a hit, the attack deals 1d10 damage of the chosen type, and the target suffers the associated effect until the start of your next turn.

Element Effect
Fire Target takes fire damage equal to your PB
Cold Target's speed reduced by 10 feet
Lightning Target has disadvantage on its next saving throw
Acid Target deals reduced damage equal to your PB on its next attack

Level 10: Double-Up

  • Once per Phantom Roll, you may expend 1 Risk Die to attempt a Double-Up.

  • Roll Risk Die:

  •  Add the new roll to the Phantom Roll.

  •  If result would push total over 11 → Bust

Level 14: Snake Eyes Never

  • You cannot Bust on Phantom Rolls

  • Any roll of 12 counts as an 11

  • You may Double-Up without expending a Risk Die once per turn.

Previous Versions

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