Skill Shots

### Acute Shot

When you make a ranged attack with your firearm, you can expend one grit point to score a critical hit on a d20 roll of 19-20 for that attack. If your critical strike threshold has already been increased, you instead increase it by 1 more. For example, if you already score a critical hit on a 19-20, the range becomes 18-20 when you use this trick shot.

### Blinding Shot

When you make a ranged attack with your firearm, you can expend one grit point to attempt to briefly blind a creature. On a hit, the target takes the normal damage and they must make a Constitution saving throw or become blinded until the end of their next turn.

### Bullying Shot

You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making an Intimidation check to gain advantage on the roll.

### Cauterizing Shot

You can use the heat of your firearm to cauterize your wounds. After firing your firearm successfully, you can expend one grit point to heal yourself for 1d10 + your Gunfighter level as a bonus action.

### Cheap Shot

You can fire a shot at the more tender areas of an enemy. By expending 2 grit points when you make an attack, you can force the creature to make a Constitution Saving throw against your Grit Save DC or be Stunned for 1 round if the attack hits.

### Concussive Blast

You can fire off a deafening shot against an enemy. By expending one grit point, you can fire at an enemy within 10 feet of you as a bonus action with the intent to deafen them, forcing them to make a Constitution Saving throw against your Grit Save DC or be Deafened for a number of rounds equal to your Dexterity modifier if the attack hits.

### Curving Shot

When you make a ranged attack with your firearm, you can expend one grit point to curve the bullet. Your shot ignores half and three-quarters cover.

### Dazing Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.

### Deflecting Shot

As a reaction to seeing a creature within 15 feet of you (including possibly yourself) being targeted by an attack, you can expend two grit points and use your reaction to make an attack with your firearm against the attacking creature if they are within range. On a hit, they take the normal damage and must make a Dexterity saving throw against your Trick Shot Save DC or automatically miss the attack.

### Disabling Shot

When you make a ranged attack with your firearm, you can expend one grit point and target a specific point on a creature’s body, debilitating them. On a hit, the target takes the normal damage and must make a Dexterity saving throw. On a failure, they have a penalty to attack rolls equal to your Intelligence or Charisma modifier (your choice) until the end of the target’s next turn.

### Disarming Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop one held object of your choice and have that object be pushed 10 feet away from them.

### Distracting Shot

You can fire off at an opponent attempting to distract them. By expending one grit point when you attack a creature, you can force them to make a Wisdom Saving throw against your Grit Save DC or lose their reaction and one legendary action if the attack hits.

### Disruptive Shot

When a creature casts a spell or attacks, you can attempt to interrupt that action. By expending two grit points and using your reaction, you can attempt to fire at a creature within your weapon’s range that is making an attack or casting a spell. If the attack lands, they must make a Constitution Saving throw against your Grit Save DC or they waste their action.

### Forceful Shot

You can fire off a powerful shot, dropping foes to their knees. By expending one grit point when you attack a creature, you can force it to make a Constitution saving throw against your Grit Save DC or be pushed back 10 feet and fall prone if the attack hits.

### Lucky Shot

You can force out a jammed shot just as you might a normal one. By spending one grit point when your gun misfires, you can still continue with the attack as normal. You must still attempt a check to repair your weapon to make any attacks after this one.

### Piercing Shot

You can fire a shot that pierces through multiple creatures. By spending two grit points when you make an attack, you can make attacks at disadvantage to all creatures behind your target out to the weapons furthest range, with the bullet going for the target nearest to the one it most recently hit. On the first miss, this effect ends as the bullet fails to pierce through another target.

### Pinning Shot

You can fire a shot at the targets limbs, forcing them to pause to recover. By expending one grit point when you fire a shot, you can force the target to make a Dexterity or Constitution Saving throw, their choice, against your Grit Save DC or have their speed reduced to 0 for one round.

### Ricocheting Shot

You can expend one grit point when you miss a ranged attack with a firearm. When you do so, you can make an additional attack with the same weapon against either your target or a creature within 15 feet of your target. This additional attack does not consume ammunition. You can use another trick shot with this additional attack, expending grit as normal.

### Violent Shot

When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.

### Warning Shot

When you make a ranged attack with your firearm, you can expend one grit point to attempt to scare the target. That creature must make a Wisdom saving throw or be frightened of you for one minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.