Gunslinger

HP at 1 st Level: 10 + con modifier

HP at higher levels: 1d10 (or 6) + con modifier

## Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

### **Archery**

You gain a +2 bonus to attack rolls you make with ranged weapons.

### **Defense**

While you are wearing armor, you gain a +1 bonus to AC.

### **Dueling**

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

### **Protection**

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

### **Two-Weapon Fighting**

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

## Features

### **Gunsmith**

Starting at level 1, you can forge firearms. As a gunslinger you have a proficiency with Tinker’s Tools; you may use them to craft ammunition, repair damaged firearms, or even drat and create new ones (DM discretion). Some extremely intricate and experimental firearms are only available through crafting

### **Second Wind**

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

### **Action Surge**

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

### **Grit**

At the 1st level, a Gunslinger has a number of Grit points equal to their Wisdom Modifier (minimum 1). You can spend grit points to perform various “shot” attacks with your firearms known as “deeds”. An attack can only be affected by a single shot feature. The Gunslinger can regain Grit points in the following ways:

* ***Critical Hit with a Firearm:*** Each time you score a Critical Hit with a Firearm attack while in the heat of combat, they regain 1 spent Grit point. Critical hits gained outside of dice rolls (via enemy conditions) do not generate grit.
* ***Killing Blow with a Firearm:*** Each time you reduce a dangerous creature to 0 hit points or fewer with a Firearm attack, you regain 1 spent Grit point.

Upon completion or a short or long rest, the Gunslinger regains all spent Grit points.

### **Deadeye Shot**

Beginning at 3 rd level, you can spend 1 grit point to gain advantage on the next attack roll you make with a firearm this round.

### **Ability Score Improvement**

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

### **Extra Attack**

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

### **Quickdraw**

When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm and then draw another firearm as a single object interaction.

### **Violent Shot**

Starting at 7 th level, you’ve discovered ways to push your firearms past their intended potential at the peril of damaging them. You can spend 1 or more grit points before making an attack roll with a firearm. For each grit point spent, that attack gains +2 to the firearm’s misfire score. If the attack hits, you can roll one additional damage die per grit point spent when determining the damage of the attack.

### **Indomitable**

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

### **Trick Shot**

By 10 th level, you’ve honed your aim to fire off targeted shots to disable an opponent. You cans pend 1 grit point before making an attack roll to target a specific location on the target’s body. If the specified body part cannot be seen, or the target lacks the part in question, only normal damage is suffered with no additional effect.

***Trick Shot DC = 8 + your proficiency bonus + your Dexterity modifier***

* ***Head.*** On a hit, the target takes normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
* ***Arms.*** On a hit, the target takes normal damage and must make a strength saving throw or drop 1 held item of your choice.
* ***Torso.*** On a hit, the target takes normal damage and is pushed up to 10 feet directly away from you.
* ***Legs.*** On a hit, the target takes normal damage and must make a strength saving throw or get knocked prone.
* ***Wings.*** On a hit, the target takes normal damage, and must make a Constitution Saving Throw or plummet 20 ft.

### **Lightning Reload**

Starting at 15 th level, you can reload any firearm as a bonus action.

### **Piercing Shot**

By 15 th level, you’ve refined your deadly gunplay to allow certain shots to pierce through foes and continue on to damage others. You can spend 1 grit point before making an attack roll with a firearm that deals piercing damage. If the attack hits, you make an attack roll against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.

### **Vicious Intent**

At 18 th level, your firearm attacks score a critical hit on a roll of 19-20.

### **Hemorrhaging Critical**

Upon reaching 18 th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.

## Firearm Properties

Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies tan element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide.

Firearms are ranged weapons.

***Ammunition***. All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools (cost and time are DM’s discretion). Each firearm uses its own unique ammunition.

***Reload.*** The weapon can be fired a number of times equal to its reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

***Misfire***. Whenever you make an attack roll with a firearm, and the dice roll is equal or lower than he weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be repaired out of combat at half the cost of the firearm.

***Scatter.*** An attack is made against each creature within a 30ft cone. These attacks are simultaneous. If an affected creature is adjacent to you, they suffer double damage on a hit. This attack cannot be affected by any of your shot features.

***Explosive.*** Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.