Class: Gunslinger

On the battlefield, they specialize in infiltrating behind enemy lines before sowing confusion in the ranks, dancing about the field dealing out, and disrupting opponent formations. They are mobile and agile. It would be unlikely that they would wield a pistol with a full functioning rifle on their back. They walk light, often near the front lines or scouting far ahead of a unit. Their purpose is singular, if not slightly selfish.

Proficiencies

Armor. Light and medium armor
Weapons. Simple weapons, one-handed and twohanded small arms
Tools. All ground vehicles and aircraft
Saving Throws. Dexterity, Wisdom
Skills. History, Insight, sleight of hand

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, they can use a bonus action to attack with their second small arm. They can add their ability modifier to the damage of the bonus attack.

Converging Fire

When attacking a creature 5 feet or closer with one or two-handded small arms, they gain a +1 bonus to attack rolls and a +2 bonus to AC against that creature.

Kata

They can use kata exploits fueled by kata points. They have 4 kata points at 1st level, gaining 1 additional point every 3rd level beginning at level 2. They regain all their spent Kata points when they finish a long rest. They can use two exploits per a turn.

Abonormally Fast (1st level)

Kata Cost. 1
Spend 1 kata as part of their movement to double their speed until the end of their turn. If they are hit with an attack before the beginning of their next turn, they gain 1 Kata.

Classic Tumble (1st level)

Kata Cost. 1
Spend 1 kata as a reaction when hit with an attack or if they fail a Dexterity saving throw. They take only ¼ damage.

Hydrostatic Shot (2nd level)

Kata Cost. 1
Spend 1 kata after hitting a target; they inflict an additional 20 damage, and if the creature is their size or smaller and moves or attacks before the start of their next turn, they can knock the enemy prone as a reaction.

Kinesics (5th level)

Kata Cost. 1
Spend 1 kata on their turn as a bonus action, and their movement is not reduced through difficult terrain; they don’t provoke opportunity attacks, and all attacks against them have disadvantage until the beginning of their next turn. If they suffer more than one hit while kinesics is in effect, they regain 1 kata.

Rapid Kill (9th level)

Kata Cost. 2
Spend 2 kata after hitting a creature to turn that hit into a critical hit.

Way of the Gun (13th level)

Kata Cost. 1
If they hit a creature at least 20 feet away, spend 1 kata as part of that same action to gain an additional attack against one additional enemy within 5 feet of the first target.

Between the Knees (17th level)

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 their ability modifier damage. If both miss, they regain 1 kata.

Gun-Fu

They can attack four times, instead of once, whenever they take the Attack action on their turn. Additionally, if all ranged attacks they make with an Attack action are directed at the same target, they can make two additional ranged attack against that target. They still get their bonus action attack with their off hand gun as well.

Reflex Shot

When wielding a one-handed small arm, they can use a ranged attack as an opportunity attack.

Heroic Bloodshed

If wielding two one-handed small arms, they can double the number of ranged attacks they make with their Attack action, their Bonus action, and any Reactions until the beginning of their next turn. If wielding one one-handed small arm, until the beginning of their next turn, any hits are automatically critical hits, and they double all dice rolled. Once they use heroic bloodshed, they cannot use it again until they finish a short or long rest.

Endorphin Response

Instead of using their Hit Dice to recover hit points during a short rest, they can expend them on their turn as a bonus action and gain 4 points of kata.

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