Gunfighter

*The Gunfighter represents the modern-day warrior, traversing the lands with a trusty big iron on their hip. They are the most accomplished of gunslingers, able to pull off dazzling feats of accuracy and speed. No matter their background, a Gunfighter is a terrifying sight on the battlefield, able to handle large groups of enemies with overwhelming lethality.*

## Class Features

As a gunfighter, you gain the following class features.

#### Hit Points

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

#### Proficiencies

* **Armor:** Light armor, medium armor
* **Weapons:** Cudgels, daggers, explosives, all firearms
* **Tools:** Tinker's tools
* **Saving Throws:** Dexterity, Intelligence
* **Skills:** Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation, Persuasion, Sleight of Hand, Stealth, Streetwise and Survival

#### Equipment

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

* (a) a duster or (b) a crude padded vest
* (a) a six-shooter or (b) two pocket pistols or (c) a lever rifle or (d) a sawed-off shotgun
* 20 ammunition for your chosen firearm
* (a) a frontiersman's pack or (b) an explorer's pack

### Shooting Style

At 1st level, you develop a particular style of shooting when using firearms. Choose one of the styles below. You can’t choose a Shooting Style again, even if you later get to choose again.

* **Explosive.** When you use an explosive or a weapon with the Scatter property, you can reroll 1s and 2s on the damage die, though you must take the new rolls even if they are 1s and 2s.
* **Heavy Caliber.** Attacks you make with two-handed firearms deal +2 bonus damage.
* **Marksman.** You have a +2 bonus to attack rolls made with firearms.
* **Two-Weapon Fighting.** When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack so long as the attack is made by a firearm.

### Wary

At 1st level, you can't be surprised while you're conscious.

### Grit

At 2nd level, your way of life has led you to develop a particular hardiness called grit. This is represented by the number of Grit points you have, which can be seen on the Gunfighter class table. You can expend Grit Points to perform abilities called Skill Shots, with you regaining all expended Grit points at the end of a short or long rest.

### Skill Shots

At 2nd level, you know 2 Skill Shots, and you learn two additional skill shots at 9th, and 17th level. Some Skill Shots may call for an enemy to make a saving throw, if that is the case, the following is the DC for the saving throw called. Additionally, only one Skill Shot may be performed per turn.

**Skill Shot Save DC** = 8 + your proficiency bonus + your Dexterity modifier

### Gunslinger's Trail

At 3rd level, each Gunfighter walks their own path, and each can be markedly different form one another. Your choice grants you features at 3rd level and again at 6th, 9th, 13th, 15th and 17th level.

* Duelist
* Grenadier
* Gunsmith
* Ranger

### Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 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.

### Fan or Focus

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This number increases to 3 at 11th level.

Alternatively, you can forgo an extra attack and spend one Grit point to make one attack with advantage. If you have disadvantage, this advantage overwrites that disadvantage rather than canceling out.

### Quickdraw

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

### Rapid Repair

At 7th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.

### Bullet Time

At 10th level, as a bonus action, you can momentarily perceive time slower. Until the beginning of your next turn, you gain advantage on Dexterity saving throws and Perception checks, and can use an action to make a number of attacks equal to the remaining rounds in your firearm.

Once you use this feature you can’t use it again until you finish a long rest.

### Lightning Reload

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

### Hemorrhaging Critical

Upon reaching 18th 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.

### Vicious Intent

At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.

### Boundless Grit

At 20th level, when you start your turn with no Grit points, you regain one Grit point.