Cole Ashe/Gunslinger

After switching from Eldritch Knight to Gunslinger, **Cole Ashe** has acquired the following abilities:

### Level 1: Fighter 1

#### Fighting Style

Beginning at 1st level, you adopt a particular style of fighting as your specialty:

* **Defense** (replacing Two-Weapon Fighting). While you are wearing armor, you gain a +1 bonus to Armor Class.

#### Second Wind

You also have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

#### Close Quarters Shooter

As a variant human, you also receive the Close Quarters Shooter feat at 1st level (replacing Dual Wielder), being trained in making ranged attacks in close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half-cover and three-quarters cover against targets within 30 ft of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.

### Level 2: Fighter 2

#### Action Surge

Beginning at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

### Level 3: Fighter 3

#### Gunslinger

##### Firearm Proficiency

Starting when you transition to this archetype, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.

##### Firearm Properties

Firearms are a new and volatile technology, and as such bring their own unique set of Weapon Properties. Some properties are followed by a number, and this number signifies an element of that property. These properties replace the optional ones presented in the Dungeon Master's Guide. Firearms are ranged weapons.

* **Reload**. The weapon can be fired a number of times equal to its Reload score before you must spend 1 Attack or 1 Action to reload. You must have one free hand to reload a firearm.
* **Misfire**. Whenever you make an attack role with a firearm, and the dice roll is equal to or lower than the weapon's Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker's Tools check (DC equal to 8 + Misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon's misfire score by 1.
* **Explosive**. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
* **Ammunition**. All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker's Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.

### Level 4: Fighter 4

#### Inspiring Leader

You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

### Level 5: Fighter 5

#### Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

#### Gunsmith

You can use your Tinker's Tools to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones, and your proficiency bonus is doubled when using them to craft firearms or firearm ammunition. [Some extremely experimental and intricate firearms are only available through crafting.

### Level 6: Fighter 6

#### Gunslinger

##### Firearm Proficiency

Starting when you transition to this archetype, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.

##### Firearm Properties

Firearms are a new and volatile technology, and as such bring their own unique set of Weapon Properties. Some properties are followed by a number, and this number signifies an element of that property. These properties replace the optional ones presented in the Dungeon Master's Guide. Firearms are ranged weapons.

* **Reload**. The weapon can be fired a number of times equal to its Reload score before you must spend 1 Attack or 1 Action to reload. You must have one free hand to reload a firearm.
* **Misfire**. Whenever you make an attack role with a firearm, and the dice roll is equal to or lower than the weapon's Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker's Tools check (DC equal to 8 + Misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon's misfire score by 1.
* **Explosive**. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
* **Ammunition**. All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker's Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.

##### Adept Marksman

When you transition to this archetype at 3rd level, you learn to perform powerful Trick Shots to disable or damage your opponents with firearms.

***Trick Shots***. You learn two Trick Shots of your choice. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack role is made. You can use only one trick shot per attack. You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.

* **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 a Charisma (Intimidation) check to gain advantage on the roll.
* **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.
* **Deadeye Shot**. When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.
* **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 hand. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from the creature.
* **Forceful Shot**. When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.
* **Piercing Shot**. When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm's Misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.
* **Violent Shot**. When you make a firearm attack against a creature, you can expend one grit point 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.
* **Winging Shot**. When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.

Your Trick Shot save DC = 8 + your Proficiency Bonus + your Dexterity modifier.

***Grit***. You gain four grit points to spend on trick shots. You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM's discretion); you regain all expended grit points after a short or long rest. You gain an additional grit point at 6th, 9th, 12th, 15th, and 18th level.