Mage Hand Press

Protect Your Allies and Uphold the Law
Some Gunslingers live by a code and expect others to do the same. These Gunslingers, known as White Hats, sometimes serve as officers of the law but never hesitate to do what’s right when the law says otherwise. Despite their affinity for deadly weapons, White Hats prefer to keep their friends safe and subdue their enemies nonviolently—a preference their enemies don’t often oblige.
Level 3: Lay Down the Law [Maneuver]
You can take a Bonus Action and expend one Risk Die to keep an eye out for dangers that threaten your companions. Choose an ally that you can see within 60 feet of you. That ally gains Temporary Hit Pointsattack, you can take a Reaction to make a ranged attack using a weapon against the attacker.
Level 3: Steely-Eyed Aura
An aura of stoic confidence radiates from you in a 10-foot Emanation. You and allies within the Emanation have Advantage on saving throws made to avoid or end the Frightened condition. The aura is inactive while you have the Incapacitated condition.
Level 6: Reach for the Skies
When you score a Critical Hit against a creature, you call for the target to surrender instead of lodging a projectile in it. The target must succeed on a Wisdom saving throw against your Maneuver save DC or have the Frightened and Incapacitated conditions for 1 minute. These conditions end early if the creature takes any damage, if you have the Incapacitated condition, or if you die. The creature can repeat the Wisdom saving throw at the end of each of its turns, ending the conditions on itself on a success.
Level 10: Long Arm of the Law
Once per turn when you hit a Large or smaller creature with a ranged attack using a weapon, you can hobble the target. The creature can’t move on its next turn unless it first takes the Disengage action.
Level 14: Gold Star Hero
Though gunslinging heroism, you gain the following benefits.
Improved Aura. The range of your Steely-Eyed Aura feature increases to 30 feet.
Iron-Clad Law. When you use your Lay Down the Law maneuver, the ally has Resistance to Bludgeoning, Piercing, and Slashing damage until the start of your next turn.
Stunned Surrender. When a creature fails its saving throw against your Reach for the Skies feature, it has the Stunned condition instead of the Incapacitated condition.