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GUNSLINGER

GUNSLINGER

Those operatives who choose the Gunslinger Practice are the masters of the trick shot. The Gunslinger and his blaster are the perfect team, utilizing knowledge of their enemies vulnerabilities to take advantage of every opportunity.

 

FIGHTING STYLE

When you choose this practice at 3rd level, you adopt a style of fighting as your specialty. Choose one from the Close Quarters Shooting, Sharpshooter, or Two-Weapon Fighting options, detailed in Chapter 6. You can't take a Fighting Style option more than once, even if you later get to choose again.

 

VERSATILE SHOOTER

Also at 3rd level, you learn a number of trick shots you can use to debilitate enemies and impress allies. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack dice to make the attack a trick shot. Some of your trick shots require your target to make a saving throw to resist the trick shot's effects. The saving throw DC is calculated as follows:

Trick Shot save DC= 8 + your proficiency bonus + your Dexterity modifier.

 

BLINDING SHOT

You attempt to blind the target. The target must make a Constitution saving throw or be blinded until the end of your next turn.

 

BRUTAL SHOT

You attempt to knock the target prone. The target must make a Strength saving throw or be knocked prone.

HAMPERING SHOT

You attempt to hobble the enemy's movement. The target must make a Dexterity saving throw. If it fails, its Defense score is reduced by 2 and it makes Dexterity saving throws with disadvantage until the end of its next turn.

 

SPINNING FLOURISH

Beginning at 9th level you can flourish your weapon in an intimidating or charming manner. As an action, you can cause one creature within 60 feet to make a Wisdom saving throw. The DC for this saving throw is equal to 8 + your proficiency bonus + your Charisma modifier. If the creature fails, it is charmed or frightened by you (your choice) until the end of your next turn.

RICOCHET SHOT
Starting at 13th level you learn how to work all the angles. Once per turn, when you take the Attack action and miss with a ranged weapon attack, you can repeat the attack against a different target within 10 feet of the original target (no action required).

QUICKDRAW
At 17th level, you learn to perform miracles with just a blaster and some nerve. On your first turn in combat, if you aren't surprised, you can use your action to attack creatures that have not yet acted. Choose up to six such creatures that you can see, making a ranged weapon attack against each. On a hit, you deal damage normally and can apply a single trick shot to each attack made this way. Can only be used on your first turn in combat.

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