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Maverick

While most gunfighters pride themselves on battlefield honor, the Code of the Maverick teaches that a fair fight is one in which you failed to plan accordingly. The maverick uses magical tricks of the trade to tip the balance in their favor.

Grifter

At 3rd level you have a way with words, especially insincere words. You gain proficiency with Deception.

Your proficiency bonus is doubled when making Charisma (Deception) checks.

Parlor Tricks

At 3rd level, you can perform magical tricks that don’t appear magical. You learn the prestidigitation cantrip. You do not require components or concentration when using it. You’re able to use your prestidigitation to perform such classic tricks as changing the appearance of cards in a deck, using “trick shooting” to snuff candles or slice through ropes, or rigging yourself a win in a shell game.

Tricks of the Trade

At 3rd level, you learn two magical tricks that complement your skill with a gun. You can use your tricks of the trade a number of times equal to your Charisma modifier (minimum of 1). You regain expended uses when you finish a short or long rest. Unless specified otherwise in its description, using a trick of the trade does not require an action.

You can only use one trick of the trade per turn. If you use a trick of the trade that lets you cast a spell, you can’t cast another spell during the same turn, except for a cantrip with a casting time of 1 action.

You learn a new trick of the trade at 7th, 10th, 15th, and 18th level.

If a trick of the trade requires a saving throw, the saving throw DC equals 8 + your proficiency bonus + your Charisma modifier.

  • Dirty Powder. You can magically enhance the discharge of your firearm to create a cloud of thick smoke that fills a 10-foot square centered on the weapon, heavily obscuring the area for 1 minute. A strong wind clears this smoke.
  • Exit Strategy. You tend to get yourself into situations where a quick getaway is necessary. You can use an action to cast arcane lock or knock.
  • Flick of the Wrist. You can create a small pocket dimension within your sleeve that holds a single object no larger than what you can hold in your hand, such as a pistol. On your turn you can retrieve the object from the pocket dimension without using an action, or as part of a reaction when you make an attack. The pocket dimension lasts for 1 hour, after which anything stored inside it falls to your feet.
  • Harlequin. You know that trickery is the better part of valor. You can cast disguise self as an action.
  • Health Tonic. You can infuse a cup, flask, or jar that you are holding with magical energy as an action. Anyone who drinks from it in the next minute either regains hit points equal to 2d8 + your Charisma modifier, is cured of one disease, or ends one of the following conditions: blinded, deafened, paralyzed, or poisoned. Each creature can only reap the benefit once per minute, no matter how many times they imbibe. You must choose whether the tonic restores hit points or cures an ailment when you use this trick.
  • Magic Bullet. You infuse your firearm with magical energy. For 1 minute, your firearms count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • Powder Step. You can magically enhance the smoke discharge of your firearm to briefly surround you. You can use a bonus action to cast misty step.
  • Seeing Double. Your speed makes it appear as if you’re in two places at once. You can use an action to cast blur.
  • Silver Tongue. You have the gift of gab. As an action, you can cast charm person, affecting a number of creatures equal to your Charisma modifier (minimum of 1).
  • Smoky Silhouette. For 1 minute, you can see the ghostly silhouettes of any creatures and objects that are invisible.
  • Thunderstick. You can transform your bullet into a burst of elemental energy as a bonus action. If the bullet hits, then in addition to its normal damage, the target and creatures within 5 feet of it must make a Constitution saving throw. On a failed save, a creature takes an extra 2d8 thunder damage, or half as much damage on a successful one.
  • Tracer Bullet. You can mark a creature when you hit it with a ranged weapon attack. You have advantage on the next attack roll you make against that creature within the next minute.
  • Wall Walker. You are able to walk with a gravity-defying step. You can use an action to cast spider climb.

Obscure Tricks

At 7th level, you’ve developed a few magical tricks that no other maverick has mastered. Choose two enchantment, evocation, or illusion spells of 3rd level or lower from any class. You learn these spells and can cast them at their lowest level. Once you cast a spell learned in this way, you must finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.

Dirty Tricks

Starting at 10th level, your mastery of underhanded tricks allows you to catch any foe off guard. When a creature makes a saving throw against one of your Tricks of the Trade or a spell cast using your Obscure Tricks, you can impose disadvantage on that save.

Once you use this feature, you must finish a short or long rest before you can use it again.

Lightning-Quick Tricks

Starting at 15th level, when you use a Trick of the Trade that lets you cast a spell as an action, you can cast it as a bonus action instead. If the Trick of the Trade lets you cast a spell as a bonus action, you can instead cast it as a reaction when you are attacked.

Signature Trick

At 18th level, you choose one of your Tricks of the Trade. You can now use that trick at will, without expending a use of your Tricks of the Trade.

Section 15: Copyright Notice

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