Gunslinger Class

As a gunslinger, you gain the following class features.

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 Armor

Weapons: Simple Melee Weapons, Crossbows, Firearms, Bayonets

Tools: Tinker’s tools, Blacksmith’s tools

Saving Throws: Dexterity, Intelligence

Skills: choose two from Acrobatics, History, Intimidation, Investigation, Medicine, Perception, Stealth, and Survival

#### Multiclassing

To multiclass into Gunslinger, your Dexterity and Intelligence scores must be at least 13. When you do this, you gain proficiency with firearms, bayonets, and tinker's tools.

####  Starting Equipment

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

* (a) an arquebus or (b) a pistolletta
* (a) a dungeoneer’s pack or (b) an explorer’s pack
* blacksmith’s tools and tinker’s tools
* a pistol, 40 bullets, and leather armor

###  Firearms

As a gunslinger, you craft and wield deadly firearms on the battlefield. These weapons each have their own properties that are outlined at the bottom of the class. These properties replace any outlined in the Dungeon Master’s Guide.

###  Grit

As a gunslinger, you have grit points that allow you to perform various “shot” attacks with your firearms. You have grit points according to the table above. An attack can only be affected by a single shot feature. You regain all spent grit points after a short or long rest. When opponents roll a saving throw against your abilities, use the following DC:

* Grit Save DC = 8 + your proficiency bonus + your Intelligence modifier

###  Targeted Shots

As a gunslinger, you may spend grit points to aim at specific points on your targets. On a hit, each shot has a unique effect (given by the list below), and does the normal damage for the firearm you are using. You can only make targeted shots with firearms that deal piercing damage and do not have the explosive, scatter, or siege features. You may choose 2 of the following features, and may choose additional features at levels 4, 7, 10, 13, and 17; as shown is the gunslinger table.

* ***Arm.*** The target has disadvantage on its next attack.
* ***Feet.*** The target must succeed on a Dexterity saving throw or fall prone.
* ***Hand.*** The target must succeed on a Strength saving throw or drop one weapon or item they are carrying of your choice. You may aim at the held weapon or item instead to deal no damage.
* ***Head.*** Subtract 5 from your attack roll. The target takes an additional 10 damage on a hit. This cannot be combined with other features that grant the same effect, such as the sharpshooter feat.
* ***Legs/Tail.*** The target’s base walking and swimming speed is halved until the end of your next turn.
* ***Torso.*** The target is pushed 10 feet directly away from you. The target must be Huge or smaller to do this.
* ***Wings.*** The target must succeed on a Strength saving throw or drop 15 feet.

###  Cover Fire

By 2nd level, you have honed your gunslinger abilities enough to provide cover fire to your allies. You must spend an action to begin providing cover fire, which continues until the start of your next turn. While providing cover fire, you are on the lookout to preemptively shoot any creature that attempts to attack you or an ally. Initially, you may only react to missile weapon attacks, but as your gunslinger level increases, you may react to other types of attacks, as shown in the table below.

 7th
 11th

If you see a creature in range making an attack while you are providing cover fire, you may use your reaction to make a ranged weapon attack against it. Choose whether to do so before the creature makes its attack roll. If your attack hits, the target takes normal damage and must make a concentration check (as if concentrating on a spell) against your grit save DC, or against half the amount of damage taken (whichever is higher). On a failed save, the target’s attack misses. If the target was attempting a spell attack, it does not lose its spell slot. If you are wielding two one-handed firearms with the light property, you may provide cover in this way against one additional attack.

###  Firearm Specialty

At 2nd level, you may choose a fighting style for your firearms. This decision may not be changed.

* **Dual Pistolier.** When you wield firearms with the light property in both hands, and make a ranged attack with your main weapon, you may use a bonus action to make a ranged attack with your off-hand. You may add your Dexterity modifier to the damage roll for this attack.
* **Cover Fighter.** You gain a +1 to your AC when you benefit from partial cover, and you can provide cover fire while you have full cover, provided that you are directly adjacent to an opening that grants you a clear view of your target.
* **Marksman.** You gain a +2 bonus to attack rolls you make with firearms.
* **Powder Master.** When you roll a 1 or 2 on a damage die for an attack made with a two-handed firearm, you can can reroll the die and must use the new roll even if it is a 1 or 2.

###  Gunslinger Archetype

At 3rd level, you may choose a gunslinger archetype (see list at the bottom of the page).

###  Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores or your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

###  Violent Shot

Starting at 5th level, you have discovered ways to overload your weapons to deal additional damage. You may spend 1 grit point to add 2d8 piercing damage on top of a single shot. You must choose to do this before you make your attack roll. You may spend more grit points to add an additional 1d8 per grit point spent, to a maximum of 10d8. You can only use this feature with firearms that deal piercing damage.

###  Targeted Critical

Starting at 7th level, when you score a critical hit, you may choose one of the targeted shots that you know and apply it to the attack, unless you have already used a targeting feature for that shot. If the targeted shot requires a save, the target makes it at disadvantage.

###  Level-Headed

Starting at 10th level, when you make a Wisdom saving throw against being charmed or frightened, you may spend a grit point to use your Intelligence save bonus instead. You must decide to do this before you roll.

###  Lookout

Starting at 13th level, you have advantage on perception checks to detect hidden creatures. In addition, you cannot be surprised while actively keeping watch.

###  Spell Suppression

Starting at level 14, while you are providing cover fire, you can use your reaction to make one ranged weapon attack against a hostile creature you can see casting a spell that does not make an attack roll. You may make your attack before the spell has any effects or induces any saving throws. If your attack hits, the target takes damage as normal and must make a concentration check (as if concentrating on a spell) against your grit save DC, or against half the amount of damage taken (whichever is higher). On a failed save, the target does not cast the spell, and does not spend its spell slot.

###  Diehard

By level 15, you have an uncanny ability to stay in the fight. You may spend 1 grit point to reroll a death saving throw that you fail. You must use the new roll.

###  Vicious Intent

Starting at 18th level, you score a critical hit on a roll of 19 or 20 when wielding a firearm.

###  True Grit

At level 20, when you roll for initiative and have no grit remaining, you regain 4 grit points.

## **SUBCLASSES**

* Tactician
* Sniper
* Grenadier
* Demon Hunter
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While some firearm wielders choose to strike while hidden and distant from the fray, these fighters are perpetually in motion, and rely on quick-thought strategy to fluidly adapt to the fast pace of battle.

*3rd-level feature*

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

* You gain proficiency with shortswords, longswords, rapiers, and shields.
* You may Dash or Disengage as a bonus action.
* You can load ranged weapons while holding another firearm, melee weapon, or shield.

*6th-level feature*

 You can spend a bonus action to direct an ally to attack an enemy. If they choose to do so, they may spend their reaction to make an attack if the target is in range. This attack may be a spell, but must be counted as a held action unless the caster is able to cast the spell as a reaction (see rules for ready actions and spells in the Player’s Handbook).

*6th-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:

* ***Staggering Shot.**  (6th level)*  Your target cannot take reactions until your next turn.
* ***Bayonet Strike.**  (9th level)*  When you damage a target with a bayonet fixed to a loaded firearm, you may immediately fire the weapon at the same target as part of the attack, adding your firearm’s damage to the attack.

*9th-level feature*

 You may add your proficiency bonus to your initiative rolls, and you may stow a firearm and draw another as a free object interaction on your turn.

*13th-level feature*

 When you are providing cover fire and are wielding a firearm in each hand, you may attempt to interrupt an additional attack after the first one.

*13th-level feature*

 You may use your Intelligence modifier instead of Charisma when performing Persuasion or Deception checks that you back with a logical argument. Additionally, when you assist someone with the same type of check, you may substitute your Intelligence modifier if it is higher than their Persuasion or Deception bonus.

*17th-level feature*

 You can attempt to decipher an opponent’s tactics and weaknesses in order to counter them. As a bonus action, you may make an Intelligence (Investigation) check against a creature you can see that isn’t incapacitated, opposed by the target’s Charisma (Deception) check. On a success, you learn of any weaknesses or damage vulnerability the target may have. Additionally, you gain the following benefits against a creature you have targeted with this ability for up to one minute, or until you successfully use Eagle Eye on a different creature.

* Allies you direct using your Superior Strategy feature gain advantage on their attack roll against the creature.
* You may add your proficiency bonus to damage rolls using your firearms against the creature.
* You gain advantage on targeted shots against the creature.

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These fighters value marksmanship over firepower or speed. They are deadliest when striking their foes from great distances, and excel at felling their targets without ever being seen.

GUERILLA FIGHTER

* Starting at 3rd level, you gain the following features:
	+ You may Hide and Dash as a bonus action.
	+ When wielding a two-handed firearm that deals piercing damage, you may double the weapon’s first range increment.
	+ You may spend 1 grit point to ignore half cover or three-quarters cover on a single shot.

DEADEYE

* Starting at 6th level, you learn the following options for your Targeting feature:
	+ **Warning Shot.** You shoot dangerously close to a creature to give advantage on the next Intimidation check against it. This shot does not require an attack roll to hit.

SCOPE

* By 9th level, you have engineered focusing lenses that allow you to target creatures from incredible distances. You may affix a scope to any two-handed firearm that deals piercing damage. While looking through a scope, the ranges of your normal vision and darkvision are doubled.

BANKING SHOT

* Also starting at 9th level, you learn the following option for your Targeting feature:
	+ **Ricochet.** You may attempt to bank a shot off of a wall or similar sturdy surface if you have a decent angle (DM’s discretion) to ignore full cover.

PIERCING SHOT

* Starting at 13th level, you learn the following option for your Targeting feature:
	+ **Piercing shot.** Your shot travels in a 60 foot line. All creatures in the line must make Dexterity saving throw or take the full damage of the attack.

BATTLE FOCUS

* By 17th level, you focus real good n’ stuff.
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 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.

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 Demon hunters combine their firearms with powerful divine magic to seek and eliminate malicious creatures from the darker planes of existence.

*3rd-level feature*

 You gain advantage on Wisdom (Survival) checks to track Fiends, shapechangers, and Undead, as well as on Intelligence (History) checks to recall information about them.
 Additionally, you can cast Detect Evil and Good*1st-level Divination*
**Casting Time:** 1 a
**Range:** Self
**Components:** V,S
**Duration:** Conc, 10 min
Know if aberration, celestial, elemental, fey, fiend, undead, and des-/consecrated area within 30 ft without using a spell slot a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses once you finish a long rest.

*3rd-level feature*

 You gain the ability to channel the divine. When you channel divinity, you may choose either of the options below. If the effect requires creatures to make a saving throw, they roll against your grit save DC. You must finish a short or long rest before you can use your channel divinity again.

* ***Turn the Unholy.***  As an action, you present your holy symbol and speak a prayer censuring fiends and undead. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there is nowhere to move, the creature can use the Dodge action.
* ***Reveal the Untrue.*** As an action, you shine a light and speak a vow of truth admonishing irrational fear and superstition. Each invisible creature or shapechanger within 30 feet of you makes a Constitution saving throw. If a creature fails its saving throw, it becomes visible and reverts to its true form, and cannot become invisible or change shape for 1 minute.
* ***Protect the Righteous.*** As an action, you bring your allies under the protection of your deity. For the next minute, any creatures that you choose within 30 feet of you gain a +2 bonus to their AC and saving throws. Additionally, you may provide cover fire 2 additional times against targets within this aura.

*6th-level feature*

 Your ranged weapon attacks with firearms and crossbows count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

*9th-level feature*

 You gain the ability to shoot holy light from your firearms and crossbows. When you fire a sacred flare, you may choose either of the options below. When you do so, you may fire at a point you can see up to 60 feet away as an action. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses after you finish a long rest.

* ***Golden Flare of Judgement.*** Each creature within 20 feet of that point makes a Dexterity saving throw. Creatures that fail their saving throw take 4d6 radiant damage. Evil creatures take 8d6 radiant damage. Creatures that succeed their save take half as much damage.
* ***Silver Flare of Mercy.*** This flare can also be fired as a reaction to an attack while providing cover fire. Any creatures you choose within 20 feet of that point become immune to being blinded, deafened, paralyzed, poisoned, or stunned for one round. Any creatures that are dying become stabilized.

*13th-level feature*

 You gain advantage on Wisdom (Medicine) and Intelligence (Religion) checks to diagnose and treat ailments and curses caused by fiends, shapechangers, and undead. In addition, you gain proficiency in Medicine and with Herbalism Kits.

*13th-level feature*

 You learn the following option for your Targeting feature:

* ***Disrupting Shot.*** If your target is concentrating on a spell, they have disadvantage on their check to maintain concentration.

*17th-level feature*

 Your enlightened balance of faith and reason helps your team keep true in the face of terror and temptation. As an action, you may spend 3 grit points to make any creatures that can see or hear you within 30 feet of you (including yourself) immune to being charmed or frightened for 1 round.

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