Gunslinger

guhhhh buhhhhhhhh haven't wrote out a legitimate description yet

Guns are pretty rare in the world, so those that use them probably either made them or know how to maintain them. You won't really find many vendors in the world, nor will you be able to find a huge amount of ammo in the wild.

### *Class Features*

**- Hit Dice:** 1d8 per Gunslinger level

**- Hit Points at 1st Level:** 8 + your Constitution modifier

**- Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per Gunslinger level after 1st

#### *Proficiencies*

**- Armor:** Light

**- Weapons:** Simple, firearms, shortswords, rapiers

- **Tools:** Tinker's Tools

**Saving Throws:** Dexterity, Intelligence

**Skills:** Choose three from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.

#### *Equipment*

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

*- (a) A breech-loaded rifle or (b) two breech-loaded pistols or (c) a scatter rifle*

*- (a) A saber or (b) two daggers or (c) a rapier*

*- (a) A Dungeoneer's pack or (b) an Explorer's Pack*

*- 20 bullets with (a) a bandolier or (b) a bullet pouch*

- *A set of Tinker's Tools*

*- Leather armor*

#### *Ability Score Improvement*

When you reach 4th level (and again at 6th, 8th, 12th, 16th and 19th level), you can:

- a) Increase one ability score by 2.

- b) Increase two ability scores by 1.

- c) Gain a feat of your choice.

#### **Fighting Styles**

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

 Eagle-Eyed
 Agile
 Superior Technique

#### **Action Surge**

At 2nd level, you gain the ability to take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.

#### **Discipline**

At 3rd level, you choose a discipline that feeds into your abilities and training as a Gunslinger. Choose Duelist, Marksman, or Magus. The discipline you choose grants you features at 3rd level and again at 7th, 10th, and 15th level.

#### **Grit**

At 3rd level, you gain a number of Grit points equal to your Wisdom modifier (minimum of 1).  You can spend Grit points to perform various actions with your firearms. A single shot can only be affected by one Grit-based ability at a given time. You regain 1 Grit point on reducing an enemy to 0 hit points and/or landing a critical hit with a firearm, and you regain all Grit points after a short or long rest.

Grit Saving Throw DC: 8 + your proficiency bonus + your Dexterity modifier

#### **Deadeye Shot**

At 3rd level, you gain the ability to spend 1 Grit point to gain advantage on the next attack with a firearm you made during the current round. This ability can only be used once per turn, except in the case of a shot fired after using Action Surge or as a reaction.

#### **Reckless Shot**

At 3rd level, you gain the ability to spend Grit points to push your weapons past their typical levels of operation. You can spend 1 or more Grit points before making an attack roll. For each Grit point spent, the weapon fired gains +2 to its misfire score. If the attack hits, you can roll an additional damage die per Grit point spent when determining damage dealt.

### **Trick Shot**

At 3rd level, you gain the ability to spend 1 Grit point to perform various specialized shots, as listed below. You know two Trick Shots at 3rd level, gaining an additional option at 5th, 7th, 9th, 11th, 13th, and 15th level.

* ***Head**:* On hit, target takes normal damage and must succeed a Constitution saving throw or have disadvantage on attacks until the end of their next turn.

* ***Arms***: On hit, target takes normal damage and must succeed a Strength saving throw or drop one held item of your choice.

* ***Torso***: On hit, target takes normal damage and must succeed a Strength saving throw or be pushed 10 feet directly away from you.
* ***Hands**:* On hit, the target has a 50% chance of failing their next spell cast requiring somatic components.

* ***Legs***: On hit, target must succeed a Strength saving throw or be knocked prone.
* ***Wings***: On hit, target takes normal damage and must make a Constitution saving throw or plummet 20 feet.

* ***Unattended Object***: You automatically land your shot on any stationary inanimate object within normal range of your firearm. If you or the target is currently in motion, make an attack roll. The majority of objects have an AC of 10 for the purposes of this roll, but it's up to your DM's discretion in the end.

#### **Extra Attack**

At 5th level, you gain the ability to attack twice whenever you take the Attack action on your turn. At 11th level, you gain the ability to attack three times per Attack action.

#### **Rapid Repair**

At 5th level, you gain the ability to repair a misfired gun in the heat of battle. You can spend one Grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.

#### **Gunsmith**

At 7th level, you can craft enchanted bolts and arrowheads into bullets, and can imbue firearms with arcane components to grant them magical benefits. For ¢750 and a day of labor, you can grant a non-magical firearm you created a +1 bonus to attack rolls. At 13th level, you can grant a non-magical firearm a +2 bonus to attack rolls at a cost of ¢7,500 and three days of labor.

In addition, you can now enchant non-magical firearms in the same way as crafting a magic item when you create one. Consult with your DM on the possibilities and estimated requirements.

*The arcane components used to make enchanted firearms in this way are reflected through the cost addition. Bullets crafted with bolt/arrowheads are still destroyed on use if the original enchanted bolt/arrow would be after use.*

#### **Return to Sender**

At 9th level, you gain the ability to fire a shot at an enemy that missed you with an attack roll as a reaction.

#### **Quickdraw**

At 10th level, you gain the ability to reload a firearm as a bonus action, as well as the ability to draw and stow firearms as a free action.

#### **Intercepting Shot**

At 13th level, you can use your reaction to attempt to shoot a projectile out of the air (at the DM’s discretion). When you attempt to do so, roll an attack roll. The shot hits if your attack roll beats the target that sent the projectile's Armor Class. Unattended projectiles, such as trap darts, have an AC of 10. If you hit, the projectile’s damage is reduced by *1d6 + your Dexterity modifier + your Gunslinger level.* If this ability brings the damage to 0 or lower, the projectile is destroyed.

#### **Intent**

At 14th level, you can no longer be surprised.

#### **Lethal Critical**

At 17th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a firearm, ranged weapon, or finesse melee weapon attack.

#### **Ethereal Marksmanship**

At 18th level, you can add your Wisdom modifier to your damage rolls with firearms, on top of other relevant modifiers.

#### **Sunset**

At 20th level, if you are at maximum health, abilities that require Grit points to function no longer require Grit.

## **Magus**

### **Spellcasting**

At 3rd level, you learn three cantrips from the Wizard spell list. You gain an additional cantrip at 10th level. You know three 1st-level spells from the Wizard spell list, and learn more at the levels listed. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots. Your spell slots are regained after a long rest. Your casting ability is Intelligence.

*- Spell save DC = 8 + your proficiency bonus + your Intelligence modifier*- *Spell attack modifier = your proficiency bonus + your Intelligence modifier*

### **Elemental Imbuement**

At 3rd level, you can imbue your firearms with elemental energies. Choose a damage type of which you can deal through usage of your cantrips. Over the course of 2 hours, you can enchant a firearm with your chosen damage type, granting the weapon a 1d4 damage bonus of the corresponding type on hit. You can have one firearm enchanted in this way, increasing to two at 7th level and three at 15th level.

### **Trick Weapon**

At 3rd level, you gain the ability to stow firearms enchanted with Elemental Imbuement in a personal demiplane, and can bring stored firearms in and out of the Material Plane as a bonus action.

### **Enhanced Imbuement**

Beginning at 7th level, your Intelligence modifier is added to the damage done by your Elemental Imbuement ability. In addition, the damage die increases to a 1d6 at 10th level and a 1d8 at 15th level.

### **Arcane Gamble**

At 15th level, you gain the ability to spend 1 Grit to roll 1d4. You gain a temporary spell slot of the level rolled. This spell slot lasts 1 minute or until used. This ability can be used an amount of times per short or long rest equal to your Intelligence modifier.

## **Duelist**

### **Quick Reload**

At 3rd level, you gain the ability to reload two one-handed firearms with a single instance of the reload action.

### **Deft Hands**

At 3rd level, you gain proficiency in the Sleight of Hand skill if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses this proficiency.

### **Cornerbreaker**

At 3rd level, when an enemy ends their turn within 5 feet of you, you can use your reaction to Disengage, lasting until the end of your next turn. In addition, your walking speed increases by 10 feet.

### **Evasion**

Beginning at 7th level, 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.

### **Steadyfooted**

Starting at 10th level, you have advantage on saving throws made against being Frightened. In addition, you gain proficiency in Wisdom saving throws.

### **Dextrous**

At 15th level, your critical hit range with one-handed firearms increases by 1.

## **Marksman**

### **Hasty Aim**

At 3rd level, your Dexterity bonus is now applied to your Initiative modifier twice, instead of once.

### **Superior Craftsmanship**

At 3rd level, your Misfire score with firearms is decreased by 1 (to a minimum of 1). In addition, your critical hit range with ranged weapons while only wielding one is increased by 1.

### **Trained Eyes**

At 7th level, you can spend 1 Grit point to gain a 1d4 bonus to an attack's attack roll. This die increases to 1d6 at 10th level and 1d8 at 15th level.

### **Mark For Death**

At 10th level, you have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

### **Reflexive Perfection**

At 15th level, your critical hit range while wielding a single ranged weapon is increased by an additional 1. In addition, once per turn, you can use a Trick Shot without spending a Grit point.

## **Gunsmithing**

At 1st level, you gain the ability to draft, craft, repair, and research firearms and firearm mechanisms, as well as create or improve firearm ammunition. Checks are based on Intelligence (Tinker's Tools) rolls, and each ¢100 in cost of a crafted item requires a full work day of 8 hours *(rounded up, i.e a ¢250 weapon will take three work days)*. Every crafting recipe requires a workshop and sufficient tools and resources to do. For every three days of crafting, you must make a Tinker's Tool check that will determine the outcome of your progress (minimum of 1 per recipe). On a success, that portion of the crafting process goes as normal. On a failure, half of the silver required for materials for the item is lost, and the affected check must be redone. Multiple failed checks may lead to the craft becoming impossible, at the DM's discretion.

You can create firearms not listed on the Basic Recipes list, following the provided constraints. Some things are beyond your time, but certain schematics can be found around the world that may assist you in making more complex things. Consult with your DM if you want to create an off-menu firearm.

### **Repairing Firearms**

On a misfire, you must make a Tinker's Tool check against a DC of 10 + the misfire score of the weapon in place of the intended attack. On a success, the weapon is repaired, but the repaired weapon cannot be used for the remainder of your turn. On a failure, the firearm is rendered unusable, requiring 1/5 the cost of the firearm as replacement components and 1 hour of labor per ¢50 required. Repairs done after a failure require a workshop.

### **Reloading Firearms**

Unless stated otherwise, reloading a single firearm requires an attack or an action.

## Crafting Firearms

Reflecting the extent of the technology available, even at the absolute highest end, the max craft cost of a firearm made under normal, non-magical circumstances is ¢750.

3/4 of the cost of making bullets is Dark Powder, which costs ¢36 per six-ounce horn. Bullets require 4 hours to craft, as well as a set of Tinker's Tools and a workbench. The cost stays the same, regardless of what is rolled.

 Rifle Cartridge
 Shot Cartridge
 Large Cartridge
 Explosive Cartridge

 Scatter Rifle | ¢200
 Breech-Loaded Rifle | ¢250

 Pepperbox | ¢500
 Over-Under Rifle
 Arqualis
 Ignia

***Recoil**: A massive rifle of Emini origin, originally intended to be fired while mounted. When firing while standing, must succeed a DC 12 Strength saving throw or suffer -5 to the attack roll.*

***Scatter**: A modified wide-bore breech rifle intended to fire cartridges full of small projectiles, originally used by Central Tiefling societies to bring down dragons at close range, once they landed. Can target an additional non-obscured creature within 5 feet of the first, with a separate attack roll for each target.*

***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.