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Subclass Gunslinger White Hat
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The White Hat is a Gunslinger subclass that trades variance and trickery for reliability and control — protecting allies with reactive fire, fear immunity, and a capstone that Restrains targets on a hit. Its Level 6 feature, Reach for the Skies, does nothing in the current build.
| LEVEL | FEATURE |
|---|---|
| 3 | Lay Down the Law, Steely-Eyed |
| 6 | Reach for the Skies (not implemented — grants nothing currently) |
| 10 | Long Arm of the Law |
You can take a Reaction when an ally you can see within 60 feet is hit by an attack. Expend one Risk Die to make a ranged weapon attack against the attacker. On use, the ally gains Temporary Hit Points equal to the number rolled on the Risk Die.
Lay Down the Law does double duty — return fire against the attacker and THP for the ally in one Reaction. The THP scales with the Risk Die roll, so a high result provides meaningful protection.
You are immune to the Frightened condition. This benefit is inactive while you have the Incapacitated condition.
Steely-Eyed is complete immunity to the Frightened condition. Fear-based encounters, undead auras, and abilities that rely on Frightened have no effect. The only exception is Incapacitation, which suspends the immunity.
The feature reads: when you score a Critical Hit, the target must succeed on a Wisdom saving throw against your Maneuver save DC or be Frightened for 1 minute, repeating the save at the end of each of its turns.
It does nothing in the current build. The passive appears on your character sheet with its description, but nothing in the mod's data applies the saving throw or the Frightened condition, so Level 6 is mechanically empty for a White Hat right now.
Once per turn when you hit a creature with a ranged weapon attack, you can force the target to make a Strength saving throw against your Maneuver Save DC. On a failed save, the target has the Restrained condition for 2 turns.
Long Arm of the Law adds a Restrained condition to one hit per turn at no resource cost. Restrained halves Speed, imposes Disadvantage on attack rolls, and grants Advantage to attackers. Combined with Gut Shot, the White Hat can stack multiple conditions on the same target.
The White Hat is a control-oriented enforcer that protects allies reactively and locks down enemies through conditions rather than raw damage.
Your combat identity:
- Lay Down the Law — whenever an ally gets hit, you return fire and give them THP at the same time
- Steely-Eyed — fear and Frightened-based tactics have no effect; reliable in encounters built around that condition
- Reach for the Skies — currently does nothing mechanically; don't plan around it until it's implemented
- Long Arm of the Law at Level 10 — one Strength save per turn against your Maneuver Save DC; a failed save means Restrained for 2 turns
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