Trickshot
A Gunslinger Specialty of showmen with a third Trick Shot, chained riders, audience bonuses and a once-per-long-rest pose that blocks ranged hits and adds an Attack action.
Identity
The Trickshot is the Gunslinger Specialty of the carnival circuit, the Black Meridian arena pit and the broadcast bounty-shows of the outer Echelon worlds. Trickshots learned that a watching crowd is a weapon: cameras change behavior and applause changes morale. They twirl the pistol because the twirl hides the angle of the shot, and they laugh because a laugh is a sound that does not match a gunshot.
Features
- L3 Showmanship
You learn one additional Trick Shot of your choice from the Trick Shot list, so you start with 3 instead of 2. When you apply a Trick Shot rider to a hit and at least one creature other than the target can see you, the target has disadvantage on the next saving throw it makes against any effect from you or an ally before the end of your next turn.
- L7 Spotlight
While at least three creatures in the current encounter can see you, whether enemies, allies or bystanders, and you are the focus of attention (not hidden and not behind cover that obscures you), you have advantage on Charisma (Performance, Deception, or Intimidation) checks and on the first firearm attack roll you make each round. You can also use the Help action as a bonus action by performing a flourish that distracts one creature within Close range that can see you. An ally who attacks that creature before the end of your next turn gains the normal benefit of the Help action.
- L11 Trick Shot Chain
When you apply a Trick Shot rider to a firearm hit, you can spend a second use of Trick Shot to Chain a second rider you know to the same attack. Both riders resolve. The target makes any required saving throws separately for each rider, at the same DC. Before 17th level you can Chain at most once per turn. At 17th level, Chain works with your Improved Trick Shots feature: a chained attack can have two riders, and you can Chain on a second attack in the same Attack action, for a maximum of four riders in a single Attack action.
- L15 Crowd Bonus
While at least three allies, bystanders or audience members within Close range of you can see you and are not actively hostile, you and all allies within 30 feet of you gain a +2 bonus to initiative rolls and have advantage on saving throws against being Frightened, and you regain one expended use of Trick Shot at the start of each of your turns, up to your normal maximum. If the crowd disperses, dies or can no longer see you, the benefits end until the conditions are met again.
- L18 The Pose Capstone
Once per long rest, as a bonus action, you can strike The Pose. Until the start of your next turn, ranged attacks cannot hit you, and any attempt misses. Hostile creatures within Close range that can see you must succeed on a Wisdom saving throw against your Trick Shot DC or be unable to take reactions until the end of their next turn. On your next turn, you can take the Attack action twice, as if by Action Surge, with each attack able to have a Trick Shot rider per your Improved Trick Shots feature. The Pose ends immediately if you take damage or move more than 5 feet before your next turn.