Gunslinger
On the battlefield, you specialize in infiltrating behind enemy lines before sowing confusion in the ranks, dancing about the field dealing out, and disrupting opponent formations.
Unlike other classes like grounder and heavy, you are mobile and agile. It would be unlikely that you would wield a pistol with a full functioning rifle on your back. You walk light, often near the front lines or scouting far ahead of a unit. You are not required to carry a shovel or plant explosives. Your purpose is singular, if not slightly selfish.
Playing a Gunslinger
Decide on the number of weapons you’ll be wielding in combat. It will not only set your play style but your potential personality as well. There may be some theatrics involved, regardless of choice, a talent picked up outside of standard military training channels.
No doubt, you probably picked up a few tricks through specialized trainers and even practice. You might have possessed a background in law enforcement or been a crime lord’s hired thug. There was a reason why you never held a rifle—it was either never given to you, or the details of your profession precluded its use.
You may be required to be agile, sometimes clandestine. You have no problem intimidating people with your appearance and demeanor and don’t require some phallic compensation to aid in that. You can admit being somewhat of a cliché—the question is, do you embrace it? And if so, which one—the ancient American west or the newer cinematic bullet ballet artist.
Cinematic Style
Two Weapons. Wielding two one-handed small arms is the same as wielding two light melee weapons for the purposes of two-weapon fighting. As such, you can use a bonus action to attack with your second small arm. You don’t add your ability modifier to the damage of the bonus attack unless the modifier is negative. At 6th level, you no longer have this limitation and can add your ability modifier to the damage of the bonus attack.
Converging Fire
Starting at 1st level, when attacking a creature 5 feet or closer with one or two one handed small arms, you gain a +1 bonus to attack rolls and a +2 bonus to AC against that creature.
Kata
Starting at 1st level, you can use kata exploits fueled by kata points. You have 4 kata points at 1st level, gaining 1 additional point every third level beginning at 2nd level. You regain all spent kata points when you finish a short or long rest.
At 1st level, you select two kata exploits, gaining one additional exploit at 2nd, 5th, 9th, 13th, and 17th level. Each time you can select a new exploit, you can replace one you know with a different one.
All exploits require the use of onehanded small arms. Certain kata exploits also cost more than one point
At 1st level, you can only use one exploit per turn. This increases to two at 10th level.
Exploits
2 at level 1
Abnormally Fast
- Kata cost 1
Spend 1 kata as part of your movement to double your speed until the end of your turn. If you are hit with an attack before the beginning of your next turn, you gain 1 Kata.
Blood in the Eyes
- Kata cost 1
Spend 1 kata as a reaction if an enemy scores a critical hit on you and make a ranged attack against the triggering enemy. If you hit, your attack is also a critical hit. If you miss by 5 or more, you regain 1 kata.
Level 2
Classic Tumble
- Kata cost 1
Spend 1 kata as a reaction when hit with an attack or if you fail a Dexterity saving throw. You take only ¼ damage.
Level 5
Kinesics
- Kata cost 1
Spend 1 kata on your turn as a bonus action, and your movement is not reduced through difficult terrain; you don’t provoke opportunity attacks, and all attacks against you have disadvantage until the beginning of your next turn. If you suffer more than one hit while kinesics is in effect, you regain 1 kata.
Level 9
Limber Up
- Kata cost 1
Spend 1 kata with a bonus action and have advantage on Dexterity and Strength ability checks, skill checks, and saving throws until the end of your next turn.
Level 13
Between the Knees
- Kata Cost 1
Spend 1 kata before making a ranged attack roll to have advantage on that attack roll. If both attack rolls hit, double your ability modifier damage. If both miss, you regain 1 kata.
Level 17
Boundary Threshold
- Kata Cost 1
If you are within 5 feet of at least two enemies, you can spend 1 kata along and 30 feet of movement to make one ranged attack to one of those enemies.
Gun-Fu
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This increases to three attacks at 13th level in this class and four attacks at 17th level in this class.
Additionally, at 5th level, if all ranged attacks you make with an Attack action are directed at the same target, you can make one additional ranged attack against that target.
This increases to two additional attacks at 17th level.
Reflex Shot
Starting at 9th level, when wielding a one-handed small arm, you can use a ranged attack as an opportunity attack.
Heroic Bloodshed
At 14th level, you become a staple of action films. If wielding two one-handed small arms, you can double the number of ranged attacks you make with your Attack action, your Bonus action, and any Reactions until the beginning of your next turn. Once you use heroic bloodshed, you cannot use it again until you finish a short or long rest.
Endorphin Response
At 20th level, instead of using your Hit Dice to recover hit points during a short rest, you can expend them on your turn as a bonus action and gain 4 points of kata.
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