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VSS

Gunslinger

A glass falls, clattering to the floor, and the tavern grows silent. A dwarf with a deep scowl, dripping with freshly spilled beer, leers at a drunken nearby orc and fingers for a pair of revolvers at his waist. High on a hillside, carefully concealed beneath foliage and stones, a rifleman steadies her breathing and adjusts her scope, acquiring her target and patiently awaiting the moment to strike. Risk is in a gunslinger’s blood. They are bold renegades, bucking tradition and forging a new path with dangerous and inelegant firearms. Gunslingers are infamous for surviving by their wits, relying on split-second timing and a considerable amount of luck to survive.   Guts and Gunpowder
Black powder is not for the faint of heart. Its thunderous applause is volatile and imprecise; a barely-controlled explosion directed at an enemy. Only the truly fearless seek to master it, for one must be mad or have nerves of steel to weather the risk of its use. But those who call themselves gunslingers are fearless combatants, hurling death from their guns in a roaring cacophony. Adapted for shootouts, gunslingers are mobile and daring, knowing that life or death hangs on snap decision-making and one’s own mettle.   Dangerous Outsiders
A gunslinger’s explosive lifestyle lends well to wandering and adventuring. Gunslingers will often shoot first and ask questions later, an attitude which earns them few friends and bountiful enemies. In their travels, most gunslingers are secretive and take lengths go unnoticed, lest they be spotted by old foes with scores to settle. Yet, their skills are not unneeded. Anyone requiring protection or revenge of their own can count on a gunslinger to be in need of an odd job when they roll into town. After all, skill with a gun is always in demand somewhere.   Creating a Gunslinger
When creating your gunslinger, consider where firearms fit in the campaign's world and what the common perceptions are of those who use them. If firearms are the norm, your gunslinger might be a mercenary or militia fighter. If firearms are rare, your gunslinger might be one of a kind, a trailblazer in new types of warfare. It’s also not unusual for a gunslinger to be haunted by their past. Did some event drive you to the gun and motivate you to travel? Is there a bounty on your head in one or more areas? Do you have any old enemies that seek you for revenge?   QUICK BUILD
To make a gunslinger quickly, follow these suggestions. Make Dexterity and Constitution your highest ability scores. If you plan to choose the Gun Tank creed, instead make your Strength your highest ability score. Choose any background.
hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per gunslinger level after 1st
armor proficiencies: Light armor
weapon proficiencies: Simple weapons, simple firearms, martial firearms
tools: One type of gaming set
saving throws: Dexterity, Charisma
skills: Choose two from: Acrobatics, Animal Handling, Athletics, Insight, Intimidation, Deception, Perception, Persuasion, and Sleight of Hand
starting equipment:
You start with the following equipment, in
addition to the equipment granted to you by your
background:

  • Leather armor with a longcoat

  • A dagger and (a) a handgun and 20 bullets or (b) a revolver and 10 bullets

  • Any two-handed firearm that isn’t heavy and 30 bullets or shells

  • (a) an explorer’s pack or (b) one kit you're proficient with


spellcasting:
class features:
Fighting Style
You adopt a particular style of gunfighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.   AKIMBO
When you engage in two-weapon fighting with firearms, you do not take a penalty to the damage of the second attack.   BULLSEYE
You gain a +2 bonus to ranged attack rolls you make using firearms. The weapon must have the Sighted property or have a normal range of 80 feet or longer to gain this effect. This effect does not stack with the Archery fighting style.   DUELIST
While you are wielding a firearm in one hand and nothing in the other, if you make a ranged weapon attack and exceed the target's AC by 5 or more, you deal an additional die of weapon damage. You can only use this ability once per round.   SHOTGUNNER
When you hit with a ranged weapon attack using a firearm that has the Scatter property, you can reroll the lowest damage die, and you must use the new roll, even if the new roll is worse than the original.   Quick Draw
Gunslingers have twitch reflexes and can pull a gun in the blink of an eye. You have advantage on initiative rolls. Additionally, you can draw or stow up to two weapons when you roll initiative and whenever you take an action on your turn.   Critical Shot
At 2nd level, your ranged firearm attacks score a critical hit on a roll of 19 or 20. Starting at 9th level, your ranged firearm attacks score a critical hit on a roll of 18 to 20, and at 17th your ranged firearm attacks score a critical hit on a roll of 17 to 20.   Poker Face
Starting at 2nd level, you have advantage on ability checks and saving throws made to prevent others from sensing your motives, perceiving your emotions, or reading your thoughts. Risk By 2nd level, you can perform incredible feats of daring that are fueled by special dice called risk dice.     RISK DICE
You have four risk dice, which are d8s. You gain additional risk dice, and your risk dice change as you gain levels in this class, as shown in the Risk Dice column of the Gunslinger table. You regain all expended risk dice when you finish a long rest.   USING RISK DICE
Once per turn, you can expend a risk die to perform a Deed of your choice. Your deed options are detailed at the end of the class description.   SAVING THROWS
Some of your deeds require your target to make a saving throw to resist the deed’s effects. The saving throw DC is calculated as follows:   Deed save DC = 8 + your proficiency bonus + your Dexterity modifier   Gunslinger’s Creed
By the time gunslingers reach 3rd level, they embrace a way of living, known as their creed, which guides their judgments and their unique brand of gunslinging. Your choice grants you features at 3rd level and again at 7th, 10th, and 14th level.   Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   Gut Shot
Starting at 6th level, whenever you score a critical hit on a Large or smaller creature using a firearm, the bullet lodges itself in the target. Until the creature uses its action to dislodge the bullet, it moves at half speed and has disadvantage on attack rolls and ability checks. Elementals, oozes, and undead are immune to this effect.   Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.   Mankiller
At 11th level, when you take the Attack action on your turn, you can add your ability score modifier to firearm damage rolls.   Dire Gambit
Starting at 13th level, whenever you score a critical hit, you regain one expended risk die.   Cheat Death
By 15th level, you have a knack for escaping the reaper. When you would be reduced to 0 hit points, you can use your reaction and expend one risk die to avoid being incapacitated and instead be reduced to a number of hit points equal to the number rolled on the die. Once you use this ability, you must finish a short or long rest before using it again.   Maverick
By 18th level, you are unshakable. You have advantage on Constitution checks and saving throws.   Head Shot
At 20th level, when you score a critical hit against a creature using a firearm, you can choose for this shot to be a head shot. If the creature has less than 100 hit points, it dies. Otherwise, it takes 10d10 additional damage. Elementals, oozes, undead, and creatures which lack nervous systems or vital organs take no additional damage from this ability. Once you use this ability, you must finish a short or long rest before using it again.  

DEEDS

These deeds are listed in alphabetical order.   BITE THE BULLET
As a bonus action on your turn, you can expend one risk die to gain temporary hit points equal the number rolled on the die + your Constitution modifier.   COVERING FIRE
When you hit a creature with a ranged weapon attack, you can expend one risk die as a bonus action to cow the creature. Roll the risk die and subtract it from the next attack roll the creature makes before the start of your next turn.   DODGE ROLL
You can expend one risk die as a bonus action to move up to 15 feet and reload any firearm you are holding. This movement does not provoke Opportunity Attacks, ignores difficult terrain, and can move you through hostile creature’s spaces, as long as you do not end your movement there.   LIMB SHOT
When you hit a creature with a ranged weapon attack, you can expend one risk die as a bonus action and aim for one of its limbs, forcing it to drop one item of your choice that it’s holding. The target must make a Constitution saving throw. On a failed save, it drops the object you choose. The object lands at its feet.   SKIN OF YOUR TEETH
When an attacker you can see makes an attack roll against you, you can expend a risk die as a reaction to dodge out of harm’s way at the last second. You add the risk die to your AC against this attack, potentially causing it to miss.   STEADY AIM
On your turn, you can use a bonus action and expend one risk die to double the normal and maximum range for the next ranged weapon attack you make.
subclass options:

GUNSLINGER’S CREEDS

Gunslingers have many features in common, but each of them walks their own path and follows their own code. This code, which gunslingers call a creed, embodies their core beliefs and informs their unique combat style.   Gun Tank
Prerequisite: Strength score 15 or higher Be bigger, be badder, and be tougher, and no man will stand in your way. You are a living siege engine, a titan of muscle, brandishing weapons most men are incapable of lifting. Armed with these devastating firearms, you wade into the field of battle, bombarding and destroying those foolish enough to approach you.   HEAVY GUNNER
When you select this creed at 3rd level, you can also carry heavy firearms regardless of their weight. Additionally, you can use Strength, rather than Dexterity, for attack and damage rolls using heavy firearms, and you can add your Strength instead of your Dexterity to your Deed Save DC.   TOUGH AS NAILS
Starting at 3rd level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. You also gain proficiency with medium and heavy armor.   THICK-HEADED
At 7th level, you have advantage on saving throws you make against being charmed.   STRONG AS AN OX
Starting at 10th level, your lifting and carrying capacities are doubled and you have advantage on Strength checks and Strength saving throws. Additionally, you can ignore the Two-Handed property on firearms with which you are proficient.   GUN RAGE
At 14th level, as a bonus action, you can explode into a fury to destroy lesser men. For the next minute, you have resistance to bludgeoning, piercing, and slashing damage and can make one additional attack when you take the Attack action on your turn. However, for the duration, your movement speed is halved and you have disadvantage on Dexterity checks and saving throws. Your gun rage ends if you use your bonus action to end it early, take cover, or finish your turn without attacking. Once you use this ability, you must finish a short or long rest before using it again.  

Gun-Ko Master

The ancient art of gun-ko is passed through generations of gunslingers who study the gun as a perfect weapon and meditate on its intricacies. This path is not for the impatient or the faint of heart, but those who practice it diligently make their guns an extensions of themselves, learning to strike with the speed of a rifle and catch bullets out of the air.   POINT BLANK SHOT
At 3rd level, you don't suffer disadvantage from making a ranged attack with a firearm while you are within 5 feet of a hostile creature.   GUN-KO
Beginning at 3rd level, you learn the immortal art of gun-ko, which sees the gun as a total weapon, as devastating used as a melee weapon in close-quarters as it is fired at range. You can treat firearms as melee weapons with the Finesse property that deal 1d6 bludgeoning damage on a hit, or 1d8 damage if the firearm has the Two-Handed property. Additionally, when you make a ranged weapon attack using a firearm against a creature within 5 feet of you, you can make a melee weapon attack using that firearm as a bonus action.   LIGHTNING DISARM
Starting at 7th level, if a creature within 5 feet of you is holding a firearm, you can use your bonus action and expend a risk die to attempt to disarm them. The target must make a Dexterity saving throw against your Deed save DC. On a failed save, you take the firearm from the creature's hands after a series of rapid movements. You must have at least one empty hand to use this ability.   BULLET-CATCH
Also at 7th level, you can use your reaction to deflect or catch a projectile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + proficiency bonus.   PREDICTIVE DODGE
At 10th level, your reflexes are so honed that you can dodge incoming bullets. You can use your bonus action to choose one creature that you can see within 30 feet of you. You gain the benefits of the Dodge action against the target's ranged attacks and effects until the beginning of your next turn. You lose this benefit if you take damage from the target.   GATLING STRIKES
By 14th level, you have mastered the most advanced techniques of gun-ko. You can use your bonus action to make two melee weapon attacks and one ranged weapon attack using a firearm against targets within 15 feet of you. Once you use this ability, you can't use it again until you finish a short or long rest.  

High Roller

Fortune is a fickle thing—unless you’re a high roller. These gunslingers are master card sharps and dice throwers that mix their love of risk with their talent for gunplay. High rollers push their luck til it runs out then push harder. Why settle for just a win when you could bet it all and win big?   BONUS PROFICIENCIES
Starting at 3rd level, you gain proficiency with all gaming sets and in your choice of one of the following skills: Deception, Insight, or Perception.   ALL IN
At 3rd level, you can use your bonus action when you make an ability check or attack roll, or your reaction when you make a saving throw to expend and roll one of your risk dice. You choose to do this after you roll the d20 but before the GM declares whether or not it was a success. If the result of your risk die is a 1, you fail the ability check, attack roll, or saving throw, regardless of what the d20 shows. Otherwise, you add the result of the risk die to your d20.   LIAR'S DICE
Also at 3rd level, when you make an ability check, attack roll, or saving throw, you can roll the d20 in secret and declare any result you wish. If the GM chooses to call your bluff, reveal the result of the d20. If you were telling the truth, treat the result of the d20 as if it was a 20. If you were telling a lie, roll the d20 again and use the lower of the two results. If the GM chooses not to call your bluff, you use the result you declared regardless of what you rolled. You can choose to roll in secret a number of times up to 1 + your Charisma modifier (minimum once) and regain all expended uses when you finish a long rest.   RISKY BUSINESS
At 7th level, when you make an attack roll against a hostile creature or make a saving throw against the spell or effect of a hostile creature, you can choose to give the roll disadvantage. When you do, you regain an expended risk dice.   BOOM AND BUST
Starting at 10th level, when you score a critical hit on a ranged firearm attack, you can roll the damage twice and use the higher of the two results. When you roll a 1 on a ranged firearm attack roll, you can choose to take psychic damage equal to your proficiency bonus or lose this feature’s critical hit benefit for the next 1 minute.   DOUBLE OR NOTHING
At 14th level, when you score a critical hit with a firearm attack roll, you can roll two additional d20s. Treat these d20s as if they were ranged attack rolls you made against the target with a firearm. If they both miss, your critical hit becomes a normal hit. If either d20 would score a critical hit, roll all of the attack’s damage dice three times and add them together, instead of only two times as normal for critical hits. Otherwise, the critical hit happens as normal.  

Musketeer

You believe that camaraderie and glory go hand-inhand, that you and your allies are undefeatable as long as you stand together. As such, you have trained with blades and halberds, so that you battle up-close. Your place is not supporting them from afar, but launching a single volley of shot before charging in, bayonet or cutlass in hand, that you might all succeed or fail as one.   BONUS PROFICIENCIES
Starting when you choose this creed at 3rd level, you gain proficiency in the bayonet, cutlass, rapier, shortsword, and halberd.   HEAVY SHOT
At 3rd level, you can load and fire especially dense bullets. Whenever you deal damage with a blunderbuss, flintlock, or musket, you deal an additional point of damage for each damage die that you roll.   LOCK, STOCK, AND BARREL
At 7th level, you ignore the Loading and Misfire properties of the blunderbuss, flintlock, and musket.   BAYONET CHARGE
Starting at 10th level, when you move more than 15 feet in a straight line on your turn, you can use a bonus action to make one attack with a bayonet or a melee weapon.   ALL FOR ONE
By 14th level, whenever a friendly creature within 5 feet of you is attacked, you use your reaction to make a firearm attack targeting the attacker.  

Pistolero

Bullets are power, and you have long believed that more bullets equal more power. Your expertise is in delivering a hail of deadly fire to pulverize your enemies. Not every bullet needs to be accurate to make a difference.   POINT BLANK SHOT
Starting at 3rd level, you don't suffer disadvantage from making a ranged attack with a firearm while you are within 5 feet of a hostile creature.   FAN THE HAMMER
At 3rd level, when you take the Attack action on your turn to attack with a firearm, you can expend a Risk die and as a bonus action to make two additional ranged firearm attacks with disadvantage. These additional attacks always have disadvantage, regardless of circumstance. This weapon can’t have the Automatic or Two-Handed property, and you must have a free hand to use this ability. At 14th level, you can make three additional attacks with disadvantage, instead of 2, when you use this feature.   SPEED LOADER
Starting at 7th level, you have mastered the art of quickly reloading your weapon. On your turn, you can reload a single one-handed firearm without using an action or bonus action.   BULLET TIME
At 10th level, when you make a ranged firearm attack with a one-handed firearm on your turn, you can use your bonus action to gain advantage on the attack roll. Once you use this ability, you can’t use it again until you finish a short or long rest.   SWIFT VENGEANCE
At 14th level, as a reaction when you take damage from a creature within 15 feet of you, you can make a firearm attack targeting that creature.  

Sharpshooter

A well-placed bullet is more powerful than a sword, arrow, or spell. Indeed, you believe that every violent conflict should sound like a single loud crack followed by a long silence. Such shots need to be delivered perfectly, even at range, for when they are done right, they are as deadly for the target as they are stupendous for the audience.   AIM
Starting at 3rd level, as a bonus action on your turn, you can take the Aim action. When you take this action, your next firearm attack suffers no penalty for long range, and ignores half and three-quarters cover.   EAGLE EYE
At 3rd level, you can see better from far away. You gain proficiency in in the Perception skill, if you did not have it already, and you can add twice your proficiency modifier to Wisdom (Perception) checks you make that rely on sight.   CAMOUFLAGE
By 7th level, you’ve learned to expertly conceal yourself with foliage and leaves. You can spend one minute to prepare camouflage for yourself. Until you move, you have advantage on Dexterity (Stealth) checks you make to hide among vegetation.   UTILITY SHOT
At 10th level, you can quickly and precisely shoot objects. As an action, you can make a firearm attack targeting a Tiny object within the firearm’s range which isn’t being worn or carried, such as a rope, chain, belt, wooden rod, candle, bottle, or lock. This object is considered to have an AC of 10. On a hit, a nonmagical object is destroyed instantly and a magical object is flung 15 feet away.   FOCUS
Starting at 14th level, whenever you take the Aim action on your turn followed by the Attack action, you can choose to make only one firearm attack. This attack is made with advantage and deals critical damage on a hit.  

Spellslinger

Magic and guns aren't so different. If arcane power is like gunpowder and a spell is like a bullet, you are like a gun, directing your spells with precision at unfortunate targets. You mix the disciplines of gun and spell, sometimes loading arcane charges with your shots and firing streaks of lighting, frost, or flame in the wake of your bullet.   SPELLCASTING
When you reach 3rd level, you complement your bullets with the ability to cast spells.
Cantrips. You learn finger guns and two other cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots. The Spellslinger Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list. The Spells Known column of the Spellslinger Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier
GUNSLINGER LEVEL CANTRIPS KNOWN SPELLS KNOWN 1st 2nd 3rd 4th
3rd 3 3 2 - - -
4th 3 4 3 - - -
5th 3 4 3 - - -
6th 3 4 3 - - -
7th 3 5 4 2 - -
8th 3 6 4 2 - -
9th 3 6 4 2 - -
10th 4 7 4 3 - -
11th 4 8 4 3 - -
12th 4 8 4 3 - -
13th 4 9 4 3 3 -
14th 4 10 4 3 3 -
15th 4 10 4 3 3 -
16th 4 11 4 3 3 -
17th 4 11 4 3 3 -
18th 4 11 4 3 3 -
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1
BANG, YOU'RE DEAD!
At 3rd level, you can use Deeds with finger guns spell attacks. Additionally, when you hit a target with finger guns, you can spend a Risk die as a bonus action to deal an additional 1d8 force damage to that target.   SPELLSHOT
Beginning at 7th level, you can load an entire cantrip into your gun. When you use your action to cast a cantrip, you can use your bonus action to make one ranged attack with a firearm or make a ranged spell attack using the finger guns cantrip.   RUNECARVED CARTRIDGES
Also at 7th level, firearms you use count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.   MAGIC BULLET
Starting at 10th level, you can use your action to fire a bullet wreathed in the evocation of a magic missile spell. The attack must use a firearm and the target must be within the firearm's normal range. Do not roll this attack; it automatically hits its target and deals force damage. Once you use this ability, you can't use it again until you finish a long rest.   IMPROVED SPELLSHOT
At 14th level, when you use your action to cast a spell, you can expend one risk die as a bonus action to make one ranged attack with a firearm or make a ranged spell attack using the finger guns cantrip. If the spell requires a spell attack roll, you can choose to substitute the spell attack with a ranged attack using a firearm. Add the risk die to the firearm attack roll. On a hit, the firearm attack deals normal damage, in addition to the effects of the spell.  

Trick Shot

Accuracy means different things to different people. For you, true accuracy isn’t necessarily in hitting a target on the first shot, but might include hitting the mark after the bullet bounces around a dozen times. Your attacks are just as dangerous if they miss, or even after hitting their mark, as others are while they’re still in the air.   CREATIVE TRAJECTORY
Starting at 3rd level you begin to find ways to make your bullets travel in unexpected ways. Your firearm attacks ignore half cover.   RICOCHET
At 3rd level when you miss with an attack using a firearm and you do not have disadvantage on the roll, you can use your bonus action to reroll the attack roll and you must use the new roll. If this causes the attack to hit, the attack only deals only half damage.   LIGHT FOOTED
By 7th level, you're just as good at escaping from trouble as you are getting in to it. You ignore difficult terrain.   DEFT DEFLECTIONIST
Starting at 10th level, as a reaction when an attacker you can see makes a ranged attack roll against you, you can fire a firearm you are holding to deflect the strike. Make an attack roll. If your attack roll is higher than the attacker's, the attack targeting you has disadvantage. You must use this feature before you know the outcome of the roll.   PINBALL SHOT
Starting at 14th level, when you hit a creature with a ranged firearm attack, once per turn you can have the bullet ricochet to hit an additional target. The second target must be within half the firearm's range of the first target. Make a separate attack roll for the second target. You can use this ability a number of times equal to your Dexterity modifier, and regain all expended uses when you finish a long rest.  

White Hat

Some gunslingers live by a code and expect others to do the same. These gunslingers, known as white hats, sometimes serve as agents of local or regional law but never hesitate to do what’s right no matter what the rules say. Despite their affinity for deadly weapons, white hats prefer to keep their friends safe and take their enemies in unharmed—a preference they find their enemies aren’t often inclined to oblige.   LAY DOWN THE LAW
Starting at 3rd level, you can use a bonus action and expend one risk die to keep a keen eye out for dangers that threaten your companions. When you do, roll the risk die and gain a pool of temporary hit points equal to the result + your level in this class. You must immediately grant these temporary hit points to creatures of your choice (other than you) within range of a firearm you are holding. You can divide these temporary hit points up however you wish but must give at least 1 to each chosen creature. When a creature loses temporary hit points granted by this feature as the result of an attack, you can use your reaction to make one ranged weapon attack with a firearm against the attacker. Any remaining temporary hit points granted by this feature are lost at the start of your next turn.   STEELY EYED AURA
Also at 3rd level, you and friendly creatures within 10 feet of you have advantage on saving throws against being frightened while you are conscious.   REACH FOR THE SKIES
At 7th level, you can use your action to call for your enemy’s surrender. When you do, a creature of your choice within 30 feet who can see or hear you must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier. Creatures which are immune to being frightened automatically succeed on this saving throw. If the creature’s current hit points are equal to or greater than half of their maximum hit points it has advantage on this saving throw. On a failure, the creature is incapacitated and its movement speeds are reduced to 0 for 1 minute or until it takes damage. A creature can repeat the saving throw at the end of each of its turns, ending this effect on a success. Once you use this feature, you must finish a long rest before you can use it again.   LONG ARM OF THE LAW
At 10th level, once per turn when you hit a Large or smaller creature with a firearm attack, you can choose to deal half as much damage to hobble the target. The creature can’t move on its turn unless it first takes the Disengage action. Additionally, when you use your Lay Down the Law feature you gain an additional number of temporary hit points in your pool equal to your level in this class.   GOLD STAR HERO
At 14th level, your capacity for heroism increases. Your features from this archetype gain the following benefits:
  • While a creature has temporary hit points granted by your Lay Down the Law feature, it has resistance to bludgeoning, piercing, and slashing damage.
  • The range of your Steely Eyed Aura feature increases to 30 feet.
  • You regain the use of your Reach for the Skies feature when you finish a short or long rest.
LEVELPROFICIENCY BONUSRISK DICEFEATURES
1st+2Fighting Style, Quick Draw
2nd+24d8Critical Shot, Poker Face, Risk
3rd+24d8Gunslinger’s Creed
4th+24d8Ability Score Improvement
5th+34d8Extra Attack
6th+35d8Gut Shot
7th+35d8Creed Feature, Evasion
8th+35d8Ability Score Improvement
9th+45d8Critical Shot improvement
10th+45d10Creed Feature
11th+45d10Mankiller
12th+45d10Ability Score Improvement
13th+55d10Dire Gambit
14th+56d10Creed Feature
15th+56d10Cheat Death
16th+56d10Ability Score Improvement
17th+66d10Critical Shot improvement
18th+66d12Maverick
19th+66d12Ability Score Improvement
20th+66d12Head Shot

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Hill815.

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