Identity
Trickshot Outlaws came up in the carnival circuits of post-collapse Earth, in the Black Meridian arena pits, in the broadcast bounty-shows of the outer Echelon worlds. They learned that a watching crowd is its own kind of weapon: cameras change behavior, gasps change targets, applause changes morale. They twirl the pistol because the twirl distracts from the angle of the shot; they kick the table because the table is now a feint and a barricade; they laugh because the laugh is a sound that does not match a gunshot, and the sound is what the target was listening for. They are the most-arrested and the most-loved of Gunslingers, and they prefer it that way.
Features
- L3 Outlaw's Style
You learn one additional Trick Shot of your choice from the level-1 list (your starting count is now 3 instead of 2). Additionally, when you successfully 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. Your shot was theatrical, and the target is now thinking about the audience instead of the next threat.
- L7 Spotlight
When there are at least three creatures that can see you in the current encounter (any combination of enemies, allies, or bystanders) and you are visible enough to be the focus of attention — not hidden, not in 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. Additionally, you can use the Help action as a bonus action by performing a flourish, distracting one creature within Near range that can see you; an ally attacking that creature before the end of your next turn gains the standard Help benefit.
- L11 Trick Shot Chain
When you apply a Trick Shot rider to a firearm hit, you can spend a second Trick Shot use to **Chain** a second rider to the same attack from your known Trick Shots. Both riders resolve. The target makes any required saving throws separately for each rider, at the same DC. You can Chain at most once per turn. At 17th level, your Improved Trick Shots class feature stacks with Chain — a single chained attack can carry two riders, and you can chain on a second attack in the same Attack action, for a maximum of four rider effects in a single Attack action.
- L15 Crowd's Champion
Your performance is contagious. While there are at least three allies, bystanders, or audience members within Near range of you who can see you and who are not actively hostile, you and all allies within 30 ft of you gain a +2 bonus to Initiative rolls, advantage on saving throws against being Frightened, and you regain one expended Trick Shot use at the start of each of your turns (up to your normal maximum). If the crowd is dispersed, killed, or rendered unable to see you, the benefit ends until the conditions are restored.
- L18 The Pose
Once per long rest, as a bonus action, you can strike **The Pose** — a moment of theatrical stillness that bends the encounter around you. Until the start of your next turn, you have the following benefits: you cannot be hit by ranged attacks (any attempt simply misses, dramatically); hostile creatures within Near range that can see you must succeed on a Wisdom save against your Trick Shot DC or be unable to take reactions until the end of their next turn; and on your next turn, you may take the Attack action twice (as if by an Action Surge granted by the pose itself), with each attack able to carry a Trick Shot rider per your Improved Trick Shots feature. The Pose ends instantly if you take damage or move more than 5 ft before your next turn.