Gunslinger

*On the battlefield, you specialize in infiltrating behind enemy lines before sowing confusion in the ranks, dancing acrobatically around the field dealing out point-blank death and disrupting the foe’s cohesion. Unlike other classes like grounder and heavy, you are mobile and agile. It would be unlikely that you would wield a pistol with a full functioning rifle on your back. You walk light, often near the front lines or scouting far ahead of a unit. You are not required to carry a shovel or plant explosives. Your purpose is singular, if not slightly selfish.*

## Playing A Gunslinger

Decide on the number of weapons you’ll be wielding in combat. It will not only set your play style, but your potential personality as well. There is admittedly some theatrics involved, regardless of the choice, a talent picked up outside of standard military training channels. No doubt, you probably picked up a few tricks through specialized trainers and even practice. You might have possessed a background in law enforcement or were a crime lord’s hired thug. There was a reason why you never held a rifle—it was either never given to you, or the details of your profession precluded its use.

You may be required to be agile, sometimes clandestine. You have no problem intimidating people with your appearance and demeanor and don’t require some phallic compensation to aid in that. You can admit being somewhat of a cliché—the question is, do you embrace it? And if so, which one—the ancient American west or the later cinematic bullet ballet artist. Oddly enough, both roles have been embraced in this new world.

## Class Features

As a gunslinger, you gain the following class features.

### Hit Points

**Hit Dice:** 1d8 per gunslinger level
**Hit Points at 1st Level:** 8 + your Constitution modifier
**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per gunslinger level after 1st

### Proficiencies

**Armor**: Light and medium armor
**Weapons**: Simple weapons, Heavy Pistols, and SMGs
**Tools**: All ground vehicles and aircraft
**Saving Throw**: Dexterity or Wisdom
**Skills**: Select two skills from Acrobatics, Athletics, History, Insight, Intimidation, Perception, and Performance, and Sleight of Hand.

### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (a) M3 Heavy Pistol or (b) M4 SMG
* Two grenades
* (a) Stock Light Armor or (b) Stock Medium Armor
* 5,000 credits worth of additional gear

### Cinematic Style

Starting at 1st level, choose whether you fight with either one firearm or two.

**One Weapon.** If wielding only one one-handed firearm, you gain a +3 bonus to damage rolls with that weapon. This increases to +6 at 5th level.

**Two Weapons.** Wielding two one-handed firearms is the same as wielding two light melee weapons for the purposes of two-weapon fighting. As such, you can use a bonus action to attack with your second firearm. You don’t add your ability modifier to the damage of the bonus attack, unless the modifier is a negative. At 5th level, you no longer have this limitation, and can add your ability modifier to the damage of the bonus attack.

### Converging Fire

Starting at 1st level, when attacking a creature 5 feet or closer with one or two one-handed firearms, you gain a +1 bonus to attack rolls and a +2 bonus to AC.

### Kata

Starting at 1st level, you are able to use kata exploits fueled by kata points. You have 4 kata points at 1st level, gaining 1 additional point every two levels beginning at 2nd level. You regain all spent kata points when you finish a short or long rest.

At 1st level, you select two kata exploits, gaining one additional exploit at 3rd, 6th, and 9th level. Each time you are able to select a new exploit, you can replace one you know with a different one. All exploits require the use of one-handed firearms. Certain kata exploits also cost more than one point.

At 1st level, you can only use one exploit per turn. This increases to two at 9th level.

### Ability Score Improvement

When you reach 4th level, and again at 8th 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.

### Gun-Fu

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Additionally, if all ranged attacks you make with an Attack action are directed at the same target, you can make one additional ranged attack against that target.

### Endorphin Response

At 9th level, instead of using your Hit Dice to recover hit points during a short rest, you can expend them on your turn as a bonus action to regain 4 kata points.