Base Class: Gunslinger
A mans heart can only hold so much -- said a man who knew nothing of the raw bloodlust and malice one can feel. Gunslingers who feel nothing but hatred towards everything.. yet somehow see a game in it all. They hunt down people, slowly getting closer and closer until BAM, pitch... black.
Level 3: Chosen Advocate [Maneuver]
Your body shifts slightly in appearance, showing the meaning of ones want of malice. When you hit a creature with an attack roll with a weapon that has the Firearm property, before rolling damage, you may choose to expend one Risk Die to mark that creature. While your Chosen Advocate lives, you gain the following benefits when you attack them with a weapon that has the Firearm property:
- You deal an additional 1d4 damage whenever you hit the Advocate. This damage can necrotic or acid(your choice when you roll.). This damage increases to 1d6 at level 10, and 1d8 at level 14.
- You have advantage on all saving throws made to avoid or end the Charmed and Frightened condition caused by your Advocate.
- If the Advocate dies, you may reapply the Choosing to the next target you hit without cost. However, the duration of Chosen Advocate does not reset.
The Choosing lasts for 1 minute. This curse ends early if you die or you are incapacitated.
Level 3: Advocates Skin
You gain training in Medium Armor.
Level 6: Dance with the Devil
While standing on a solid surface within 60 feet of your Advocate, you can use a bonus action to dash along the ground, up to a distance that totals no more than 60 feet in a straight line towards your Advocate, halting as soon as you are within 5 feet of your advocate and your speed is set to 0 until the end of the current turn. This movement does not trigger an opportunity attack.
You can't use this feature if your speed is 0.
If you make a ranged weapon attack, with a weapon that has the Firearm property, immediately after using this Dash, you have advantage on the attack roll, and if the attack hits, the target is launched 15 feet up and away from you diagonally in a straight line, remaining airborne until the end of your turn, or until you miss an attack made against it, whichever comes first. While your Advocate remains airborne, you gain a bonus to attack rolls equal to your Charisma modifier.
You can use this feature a number of times equal to your Charisma Modifier.
Level 10: Malicious Fire
Whenever you make a damage roll against your Advocate, you may change the damage to Necrotic or Acid.
You now ignore Necrotic and Acid damage of your Advocate while it is chosen.
Level 14: Malice
You embody the bottomless malice. While your Advocate lives, you gain additional benefits.
- Once during each of your turns, when you hit your advocate with an attack roll using a weapon with the Firearm property while within 60 feet of them, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn. They immediately lose this effect if more than 60 feet from you.
- Your Advocate loses its immunity to Frightened.
- Whenever you take the attack action, you may make an extra attack, now attacking 3 times per attack action. This Extra attack may only target your Advocate. And can only be made with a ranged weapon that has the Firearm property.
Previous Versions
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3/9/2026 3:50:05 AM
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