Gunslinger

> *"Keep your eyes on the target until it's dead, then move on to the next one." ~ Someone*
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Gunslingers have sharp minds with an uncanny eye for hitting unsuspecting targets. These sharpshooters tend to avoid melee combat, but they make up for it when it comes to range. Never bring a knife to a gunfight after all…

* **Hit Dice:** 1d8
* Proficiencies: *Light Armor, Medium Armor, Simple Weapons, Crossbows, and Firearms, Tinker’s tools*
* Saving Throws: *Dexterity and Intelligence*
* Skills: Choose three from the following: *Acrobatics, Athletics, History, Insight, Investigation, Intimidation, Perception, Sleight of Hand, and Stealth*

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

* (*a*) Rifle and Pistol with 30 Ammo or (*b*) Double Barrel Shotgun and Pistol with 30 Ammo or (*c*) two Pistols with 30 Ammo
* (*a*) Leather Armor or (*b*) Scale Mail
* Dagger
* Tinker's Tools and Explorer's Pack

## Firearm Expertise

Starting at Level 1, you gain a +2 bonus to Attack and Damage rolls you make with Firearms.

## Gunsmith

Starting at Level 1, you can craft bullets and mix gunpowder for all types of Firearms. Besides bullets and gunpowder you can repair minor damage or gun misfires. You can use your tinker's tools to craft ammunition at half the cost, repair damaged Firearms, or even draft and create new ones (DM’s discretion). You can encounter the list and rules for Firearms at the end of this article.

## Upgrades

Starting at Level 1, you can now craft upgrades to further improved the lethality of your firearms. At Level 1 you will have access to Tier I Upgrades. You'll gain more access as you level up to Levels 5, 10, 14, and 18. You can use your Tinker's tools to craft these upgrades. *[See: Gunslinger Upgrades]*

## Grit

Starting at Level 2, you have come to develop a mental toughness well known amongst Gunslingers, allowing you to perform the Deeds that they are known for. Choose one of the three Grit Attributes (Intelligence, Dexterity, Charisma) and the Modifier is equal to the number of Grit Points you can have (minimum of +1).

Gunslingers can regain Grit Points in the following ways:

• Completing a short or long rest: Upon completion or a short or long rest, the Gunslinger regains all spent Grit points.

• Critical Hit with a Firearm: Each time the Gunslinger scores a Critical Hit with a Firearm attack, they regain 1 Grit point.

• Killing Blow with a Firearm: When the Gunslinger reduces a creature to 0 or fewer hit points with a Firearm attack, they regain 1 Grit point.

## Deeds

Gained at the 2nd Level, Gunslingers use Grit points to perform Deeds. Some deeds are instant bonuses or attacks, while others are bonuses that can last for a period of time. Some deeds last as long as the Gunslinger has 1 Grit Point.

#### **Quick Draw**

You can spend 1 Grit point to get a +5 to initiative roll and take your turn as normal if you were surprised.
#### **Mark Target**

You spend 1 Grit Point and as a bonus action, mark a creature that you can see. You have advantage on all attack rolls against that creature. This lasts for 1 minute or until the creature has 0 hit points, when the creature reaches 0 hit points you may use your bonus action on your next turn to move the mark to another creature until 1 minute is up.
#### **Gunslinger’s Dodge**

The Gunslinger gains an uncanny knack for avoiding danger. When an attack is made against the Gunslinger, they can spend 1 Grit Point and their reaction to gain a +2 to AC against the attack.
#### **Targeting**

You can spend a Grit point to target a specific location when you make a ranged attack against an enemy. If the attack misses, the Grit point is still lost. If the Gunslinger has multiple attacks for their Attack action, they can make multiple Targeted shots for 1 Grit Point each:
**Head** – Subtract 5 from Attack Roll, On a hit, the target takes normal damage and an additional +10 Damage. If you have the Sharpshooter feat, you may instead spend a Grit Point to deal an additional +15 Damage on your Sharpshooter Damage rolls.

**Torso** – On a hit, the target takes normal damage and is pushed back 10 ft.

**Arms** – On a hit, the target takes normal damage and the foe drops 1 item of the Gunslinger’s choice, if the foe is holding said item.

**Legs** – On a hit, the target takes normal damage, and must make a Constitution Saving Throw. (DC = 3 + Damage Dealt) or is knocked prone.

**Wings** – On a hit, the target takes normal damage, and must make a Constitution Saving Throw. (DC = 3 + Damage dealt) or plummet 20 ft.

#### **Utility Shot**

If the gunslinger has at least 1 Grit point, he can perform one of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot he is using before firing the shot.
1. **Blast Lock:** The gunslinger makes an attack roll against a lock within range. A lock's AC is decided by the DM. You deal double damage when you hit the lock with a firearm shot.
2. **Shoot Unattended Object**: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. The AC of the object is determined by the DM.

#### **Rapid Fire**

Once on your turn, you can spend 1 Grit Point to fire an extra shot from your firearm as a free action.
#### **Lighting Reload**

On your turn, you can spend 1 Grit Point to reload your firearms or clear a misfire as a free action.
#### **Double Time**

On your turn, you can spend 1 Grit point to make a Dash as a free action

## Gunslinger Archetype

Starting at 3rd Level, your character can now pick a specialization or role for the weapon that they will be now and forever known for. The roles that can be picked are: Sniper, Shock Troop, and Duelist. Your choice grant features at the 3rd level, and again at 6th, 9th, and 17th level.

*[See: Gunslinger Archetypes]*

## 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.

## Extra Attack

Starting at 5th Level, you can attack twice, instead of once.

## Rapid Reload

Starting at 5th Level, the Gunslinger can now reload their firearms with only a bonus action.

## Improved Grit

At the 7th Level, your number of Grit points is now equal to twice the Modifier of your Grit Attribute. At the 15th level, your number of Grit points is now equal to thrice the Modifier of your Grit Attribute.

## Deadeye

Beginning at 8th Level, you now score critical hits with a firearm on a roll of 19-20. Upon reaching 15th level, this range increases to 18-20.

## Quick Movement

Once you reach 10th Level, your base walking speed increases by 10 feet, and you may take the Dash action as a bonus action.

## Evasion

Starting at level 11, you can nimbly dodge out of the way of certain area Effects, such as a grenade bomb or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

## Cheat Death

At the 13th Level, whenever the Gunslinger is reduced to 0 hit points or lower, the Gunslinger can immediately spend all remaining Grit points to instead be reduced to 1 hit point. This cannot be used if your hit points were 1 before you took the damage.

## Bullseye

At the 20th level, when the Gunslinger scores a critical hit against a creature with less than 100 HP, they can spend 1 grit point to deal normal damage, and the target must succeed at a Constitution saving throw (DC 5 + damage dealt). On a failed saving throw, the target dies. This is a death attack. Performing this deed does not allow the gunslinger to regain grit from confirming a critical hit or making a killing blow.