Gunslinger
Base Class: Gunslinger

Everyone has their lot in life. 

Some people find their calling early. They might chase their destiny hard and fast, or they may run from it with just the same fervor. 

Whether they avoided it or not, Storm Trooper Gunslingers have accepted their place in the world.

They are the bloodied spearhead that drives the advance of others, the line breaker.

Level 3: Brutal Shot [Manuever]

Once per turn when you hit with a ranged attack roll, you can use your reaction to expend one Risk Die in order to maximize the damage of that attack. 

This causes the weapon to misfire on the next attack made, but the triggering attack deals the maximum damage possible for the attack, and deals an extra damage dice on a critical hit. 

You may use this ability an amount of times equal to half your proficiency bonus rounded down, regaining all expended uses on a long rest.

Level 3: Charger's Assault

You have learned to keep a strong grip on your weapon and move quickly. 

You have advantage on saves to avoid being knocked prone or disarmed of your weapon, and your speed increases by 5 feet. 

The bonus to speed increases as you gain levels in Gunslinger, becoming 10 feet at 6th level, 15 feet at 10th level, and 20 feet at 14th level.

Level 6: [Manuever] Walk It Off

After your hp has been reduced to half its maximum or less, you may use an action to expend up to two risk die and gain hp equal to the number rolled on those dice times 5.

The temporary hp from this feature lasts until you finish a short rest, and cannot be overridden by another affect that grants temporary hp (such as Armor of Agathys, or a Druids Wildshape).

Charger's Assault Improvement

The bonus to your speed granted by Charger's Assault increases by an additional 5 feet.

Level 6: Gun Tethering

Your weapon is your lifeline in combat, to be separated from it is to be put at risk. This is something Storm Trooper Gunslingers understand all too well.

At 6th level, you develop the ability to form a bond with a ranged weapon called a Gun Tether. 

This ability allows you to call your bonded weapon to yourself from any point in space using an action, as long as both you and the weapon are on the same plane of existence. 

When not in use, you may shunt any weapon with an active Gun Tether into a small demiplane using a bonus action, and recall it from the demiplane as part of your Quick Draw feature, or using a bonus action.

You may form a Gun Tether with a ranged weapon during a short rest as if you were attuning to it, but may only have one bonded two-handed weapon summoned at a time, though you may have two one-handed weapons summoned at any time.

 

This is my rifle. There are many like it, but this one is mine.

My rifle is my best friend. It is my life. I must master it as I must master my life.

Without me, my rifle is useless. Without my rifle, I am useless. I must fire my rifle true. I must shoot straighter than my enemy who is trying to kill me. I must shoot him before he shoots me. I will ...

— a creed spoken by a Storm Trooper heading to the front line 

Level 10: Uncommon Sense

You've grown accustomed to the shifting nature of the battlefield, and are able to react to ambush and combat alike with a quickness. 

Starting at 10th level, you add your Intelligence modifier to your initiative rolls.

If you would have the surprised condition at the start of combat, roll a d4. If the number rolled is even, you no longer have the surprised condition, if the number is odd, you are still surprised. 

Charger's Assault Improvement

The bonus to your speed granted by Charger's Assault increases by an additional 5 feet.

Level 10: Gritty Resolve

Your skin has grown thick and tough, and your body has grown used to the battles you face.

You gain a +1 bonus to AC when wearing light or no armor, and not wielding a shield. 

You also gain advantage on saving throws to avoid or end the poisoned condition and resistance to poison or acid damage, if you already have advantage on saving throws to avoid or end the poisoned condition you instead gain a bonus to those rolls equal to your proficiency bonus.

Acid

You gain resistance to acid damage. 

Poison

You gain resistance to poison damage. 

Level 14: Extra Attack

Beginning at 14th level, you can attack three times, instead of twice when you take the attack action on your turn.

Charger's Assault Improvement

The bonus to your speed granted by Charger's Assault increases by an additional 5 feet.

Combat Vigilance

You gain an additional use of your reaction each round, only to be used for the execution of maneuvers.

Previous Versions

Name Date Modified Views Adds Version Actions
6/14/2026 12:19:49 AM
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