Gunslinger Class/Demon Hunter

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.