Gunslinger Archetypes

As the firearm is a relatively new invention, there hasn’t been enough time for the practice of firearms to be codified in tradition. But as more men and women take up arms using these weapons, distinct styles and specialties are being formed, foreshadowing the roles that they’ll take up in the future.

## **Sniper**

Patient and unseen, Snipers make their mark on the battlefield by taking out their targets from afar, their presence never felt by the enemy until they see their comrades dead and the crack of the shot being heard a moment after.

### Guerilla Tactics

Starting at Level 3, you can now Hide as a bonus action on your turn. You also gain proficiency in one of the following skills: Stealth, Nature, or Survival.

### Death’s Mark

Starting at Level 3, the Gunslinger’s Mark Target turns into Death’s Mark, dealing an additional damage die of 1D8 when hitting the target. The Gunslinger may also spend one Grit point to deal maximum damage against the marked target. The mark still lasts at 1 minute.

### Crack Shot

Starting at Level 6, attacking at long range with a ranged weapon doesn’t impose disadvantage, while attacking enemies within sight, but outside of range are at a disadvantage. The effects of half and three-fourths cover are also negated. If you have the Sharpshooter feat, the range of your firearms are now increased by 100ft.

### Headhunter

Starting at Level 9, when using the Targeting feature, attacks on the Head can be made without spending a Grit point.

### Legendary Aim

Starting at Level 17, rolling a 16-20 would automatically score a critical hit.

## **Shock Troop**

Charging into the battlefield like a madman, Shock Troops make their mark by charging their foes head on and killing them outright whether it be through lead or the butt of their gun, carving out a path of carnage through blood and steel.

### Close Quarter Tactics

Starting at Level 3, the Gunslinger’s AC increases by +1 while wearing armor. Attacking enemies within 5 feet doesn’t impose disadvantage on attack rolls made with ranged weapons.

### Priority Target

Starting at Level 3, the Gunslinger’s Mark Target turns into Priority Target, allowing any ally within the vicinity to take advantage of Mark Target, giving them advantage on all attack rolls against the marked target. The mark still lasts at 1 minute.

### Tough and Reliable

Starting at Level 6, the Gunslinger can now use their firearms as a melee weapon and would have proficiency in doing so. One-Handed Firearms deal 1D4 Bludgeoning Damage, while Two-Handed Firearms deal 1D8 Bludgeoning or 1D8 Piercing if you mount your Two-Handed firearm with a Bayonet. In addition, the DC Save for Targeting the Legs or Wings is now (DC = 5 + Damage dealt).

### Break and Shatter

Starting at Level 9, when using the Targeting feature and the enemy is within 5 ft, attacks on the Leg can instead cripple the target and knock it prone instantly, unable to stand up for two turns. If the attack is a critical, the attack destroys the Leg entirely, rendering the target prone and being unable to stand up without help.

### Shock and Awe

Starting at Level 17, When combat starts, as long as you aren't surprised, you can draw a firearm, use your movement, and take an Attack action before anyone else even has a chance to roll initiative. No creature can take reactions in response to this special action. Once you have taken this action, every remaining creature, including yourself, rolls initiative and proceeds normally.

## **Duelists**

Dancing around the battlefield with a firearm in each hand, Duelists make their mark by flanking around the enemy and dealing damage before running back, repeating the cycle again and again until their foes lay dead around them.

### Hit and Run Tactics

Starting at Level 3, the player can now dual wield firearms effectively, allowing him to add his ability modifier to the damage of his off-hand firearm and is now able to reload both his firearms simultaneously without the need of a free hand. He also gets an additional +10 movement speed. If you have the Two-Weapon Fighting Style, you may now add +1 to your Attack rolls while wielding a firearm in each hand.

### Eye on Target

Starting at Level 3, the Gunslinger’s Mark Target now turns into Eye on Target. A creature marked by you has disadvantage on any attack roll that doesn't target you. The player may also use their reaction to shoot the target without any attack modifiers, but may still add their damage modifiers. The mark still lasts at 1 minute.

### Flank and Maneuver

Starting at Level 6, when attacking an enemy not trained/focused at him/her or has an ally within 5ft of it, the Gunslinger’s attacks on them are given +1 to Attack and Damage rolls when doing so. The Gunslinger can also take the Disengage action as a bonus action.

### Bravado

Starting at Level 9, the Gunslinger can now taunt a nearby enemy within a 60 ft area to focus their attentions on him/her instead. They must make a Charisma Saving throw (DC 12 + Charisma Modifier). If it’s a success, the taunt would be ignored. If it’s a fail, the enemy would be forced to try and attack the Gunslinger at a Disadvantage.

### Matrix

Starting at Level 17, the Gunslinger can now either Dash and Disengage once on their turn, requiring no action.