Gunslinger Class/Grenadier

These tough fighters sacrifice range and accuracy for raw power.

*3rd-level feature*

 When you choose this archetype at 3rd level, your hit point maximum increases by 4 hit points, and your hit dice become 1d10 per gunslinger level. Your hit points at higher levels become 1d10 (or 6) hit points per gunslinger level after 3rd.

*3rd-level feature*

 When you choose this archetype at 3rd level, you gain the following benefits:

* You gain proficiency with medium armor, shields, and 4 martial melee weapons of your choice.
* You can load ranged weapons while holding a melee weapon or shield.
* You gain a +2 to damage rolls against enemies that are within 15 feet of you.

*6th-level feature*

 Your precise timing with fuses and your familiarity with powder based weapons makes you more dangerous with explosives. Explosives you throw or detonate use your grit save DC if it is higher than the explosive’s DC. Additionally, you may ignore half and three-quarters cover when you throw explosives.

*3rd-level feature*

 Your specialty grants you additional options for your Targeting feature when you reach certain levels in the Gunslinger class. Refer to the descriptions below for these details:

* ***Armor-Piercing Shot.**  (6th level)* Your target takes an additional 1d4 damage, and the next attack roll made against them before the end of your next turn has advantage.
* ***Explosive Shot.**  (9th level)*  This targeted shot costs 2 grit points, and can only be made with the blunderbuss. Each target that fails their Dexterity saving throw against the attack suffers the effects of one of the class’ targeted shots at random.
* ***Stunning Shot.**  (13th level)*  This targeted shot can only be used against Large or larger creatures, and can only be made with the blunderbuss. Instead of making a Dexterity save as normal, the target makes a Constitution saving throw. On a failure, the target is stunned until the start of your next turn, and takes the full damage of the attack. On a success, the target takes half the damage of the attack and is not stunned.

*9th-level feature*

 Your time working with powder-based explosives has greatly increased your knowledge about them. You may double your proficiency bonus to any tinkering check to craft or experiment with explosive materials, as well as on Intelligence-based checks to identify or recall knowledge about explosives.
 Additionally, explosives you craft and detonate deal double damage to structures.

*13th-level feature*

 You gain proficiency in Strength and Constitution Saving throws.

*17th-level feature*

 You become proficient with siege weapons. Targets that are forced to make saving throws against attacks you make with siege weapons do so against your grit save DC.

*17th-level feature*

 You have learned how to dodge and shield yourself from explosions, and you remain standing in the face of blows that would knock mighty warriors to the ground. While you have a shield equipped and are not incapacitated, you have resistance to damage dealt by explosives and firearms that do not deal piercing damage. This resistance extends to spells and effects that deal bludgeoning or fire damage and force you to make a Dexterity saving throw. Additionally, you make ability checks and saving throws against being shoved or knocked prone with advantage.