Gunslinger
Base Class: Gunslinger

Peacemakers are the final line between order and chaos. Where laws are ignored and authority holds little sway, these gunslingers take it upon themselves to pursue the dangerous, protect the innocent, and bring judgment to those who threaten the land.

Level 3 - Wanted

As a Bonus Action, you may expend up to 4 Risk Dice and mark a number of creatures equal to the Risk Dice expended as Wanted. A creature remains Wanted for 4 rounds.

Whenever you hit a Wanted creature with a firearm attack made as part of the Attack action, it takes additional Radiant damage.

The additional damage increases as you gain levels in this class:

Level 3: 1d4
Level 6: 1d6
Level 9: 1d8

When you reduce a Wanted creature to 0 hit points, you regain 1 expended Risk Die.

If you use this feature again, any existing Wanted marks have their duration reset.

Level 3 - Hard Training

Pick 2 skills to gain proficiency.

You also gain proficiency with medium armor.

Acrobatics

Acrobatics

Athletics

Athletics

Insight

Insight

Intimidation

Intimidation

Perception

Perception

Persuasion

Persuasion

Sleight of Hand

Sleight of Hand

Stealth

Stealth

Survival

 Survival

Level 3 - Ethos

You choose an Ethos that represents your code as a gunslinger. You gain additional Ethos's as you reach higher levels in this class.

You gain Ethos at levels: 3,6,6,9,11,14, and 17

Some Ethos are unlocked at higher Gunslinger levels with the last being unlocked at level 20.

Ethos can be changed during a long rest.

Armor Piercer

Years of hunting the toughest prey have taught you where every weakness lies. Your ranged weapon attacks ignore resistance to piercing damage .

Avatar of Justice

At 20th level, you become the embodiment of relentless justice. As an action, once per day, you enter a state of supernatural focus that lasts for 1 hour. While in this state, you gain the following benefits:

Your speed increases by 20 feet, and opportunity attacks against you are made with disadvantage.
Once on each of your turns, you can gain advantage on one ranged weapon attack.
You emanate an aura of dread in a 30-foot radius. The first time an enemy creature enters the aura or starts its turn there during a combat, it must succeed on a Wisdom saving throw or become frightened of you for 1 minute.
While this transformation lasts, you can reload any weapon(s) currently in your hands with a free action.

Close-Quarters Shooting

Being within 5 feet of an enemy doesn’t impose Disadvantage on your attack rolls with Ranged weapons.

Executioner

Your firearm attacks deal bonus damage equal to your Charisma modifier against creatures below 30% of their hit point maximum.

Fan the Hammer

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 shots deals half damage.

Horse With No Name

Horse with No Name. A bounty hunter is only as good as their ride. You learn the Find Steed spell and can cast it at 2nd level without expending a spell slot. Once you cast the spell in this way, you can't do so again until you finish a Short Rest. 

At Gunslinger Level 14 this is cast as a 4th level spell.

Peacemaker

You gain the Neutralising Shot attack option. 

When you make a firearm attack, you may expend 1 Risk Die.

On a hit, the target must throw or drop one held item of your choice.

The target must also succeed on a Constitution saving throw or be unable to speak verbal components until the start of your next turn.

Retribution

When a Wanted creature is reduced to 0 Hit Points, you can immediately mark another creature you can see as Wanted without expending Risk Dice.

Showboat

Duck Duck Goose (Attack + Risk Die). Make an attack that hits all Wanted targets. Does not use a Risk Die on a Miss.

What Are You Gonna Do, Stab Me?

Years spent surviving on the frontier have taught you that a firearm alone isn't always enough. You gain proficiency with martial melee weapons.

Level 6 - Rolling Thunder

This allows you to use ranged weapons for opportunity attacks.

and

When you hit a creature with a ranged weapon opportunity attack, you can immediately use the Dodge Roll maneuver without expending a Risk Die. This use doesn't require a Bonus Action and is made as part of the same reaction.

Level 10 - No Escape

Your aim leaves your target with nowhere to run.

While you are wielding a loaded ranged weapon, creatures provoke opportunity attacks from you when they move out of a space within 10 feet of you. You can make these opportunity attacks with your ranged weapon instead of a melee weapon.

When you hit a creature with one of these opportunity attacks, its Speed becomes 0 until the end of the current turn.

Level 14 - High Noon

Starting at 14th level, you can enter a heightened state of perception where time seems to slow around you.

Once per short rest, 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.
• A creature can be targeted by no more than 3 of these attacks.
• You cannot benefit from advantage on these attacks.
• These attacks cannot benefit from the Headshot class feature.
• After using this feature, your speed becomes 0 until the start of your next turn.

 

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