Outlaw Gunman
A Gunslinger Specialty of wanted shooters with Intimidation advantage, a reaction that moves the gunslinger and halves damage, bonuses when outnumbered and a once-per-long-rest drop to 1 hit point.
Identity
The Outlaw Gunman is the Gunslinger Specialty of the shooter on the board. Some earned the warrant: coach-line robbers on the frontier runs, Black Meridian gun-hands who took the wrong contract from the wrong broker, deserters who shot an officer on the way out. Some did not, and the warrant is a piece of Federation paperwork that was cheaper to sign than to check.
Features
- L3 Wanted
You have a standing price on your head. You have advantage on Charisma (Intimidation) checks against any creature that knows who you are and on Wisdom (Perception) checks to notice someone watching or following you. When you take the Attack action against a creature that has not yet acted in combat, your first attack roll against it has advantage.
- L7 Never Cornered
When a creature you can see hits you with an attack, you can use your reaction to move up to half your speed without provoking opportunity attacks, and the attack deals half damage to you. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- L11 Outnumbered
You gain a bonus to attack rolls and damage rolls with ranged weapons equal to the number of creatures hostile to you within 30 feet, to a maximum of your proficiency bonus.
- L15 Slip Away
When you are reduced to half your hit points or fewer, or when you reduce a creature to 0 hit points, you can use your reaction to take the Hide action even if you have no cover, provided there is an obstruction, dust, smoke, darkness or a crowd within 10 feet of you. Until the start of your next turn, a creature that has not already located you cannot find you with a Wisdom (Perception) check.
- L18 Notoriety Capstone
Any creature that can see you and knows your bounty must succeed on a Wisdom saving throw against your Trick Shot DC at the start of its turn or lose its reaction until the start of its next turn. In addition, when you drop to 0 hit points, you can drop to 1 hit point instead. Once you do, you cannot do so again until you finish a long rest.