The Gunslinger Level Proficiency Bonus Features Skill Points Gun Plays 1st +2 Gun Smithing - - 2nd +2 Skill Points, Gun Plays 2 2 3rd +2 Legacies 3 2 4th +2 Ability Score Improvement 4 2 5th +3 Extra Attack 5 2 6th +3 Legacy Archetype 6 4 7th +3 Calling their Bluff 7 4 8th +3 Ability Score Improvement 8 5 9th +4 Gone With the Wind 9 5 10th +4 Quick to the trigger 10 5 11th +4 Legacy Archetype 11 5 12th +4 Ability Score Improvement 12 6 13th +5 A Gunslingers Resolve 13 6 14th +5 Ability Score Improvement 14 6 15th +5 Trick up Your Sleeve 15 7 16th +5 Ability Score Improvement 16 7 17th +6 Legacy Archetype 17 7 18th +6 'Slinger's Luck 18 7 19th +6 Ability Score Improvement 19 8 20th +6 Utility Shot 20 8 The Gunslinger A Horde of Orcs wander through a camp, finding no potential meal. Little did they know, twenty feet away a scope is targeting an unknowing orc; with an itchy finger on the trigger. One night in a simple local town, a simple game of cards at a local inn abrupted into a cloud of smoke and broken glass bottles, because of a sleight of hand gone wrong. Creating a Gunslinger Gunslingers are the lone fighter in the west, one that adores the freedom that only a firearm can give. Talk to your DM about a appropriate origin story for your Gunslinger. Did you belong to a Tinkerer's Guild, where you invented these weapons? Were you handed down these weapons as way of passing the torch of the Gunslinger? Did you make a deal with the devil to gain this knowledge? Quick Build You can make a gunslinger quickly by following these suggestions. First, put your highest ability score in Dexterity, followed by Constitution as second highest, and Intelligence for third. Second, choose the Outlander or Artisan background. Class Features As a Gunslinger, you gain the following class features. Hit Points Hit Dice 1d10 per gunslinger level Hit points at 1stlevel 10 + CON modifier Proficiencies Armour: Light Armour, Medium Armour Weapons: Simple Weapons, Ranged Martial Weapons, Firearms Saving Throws: Dexterity, Intelligence Skills: Choose 2 from: Acrobatics, Athletics, Deception, Persuasion, Perception and Sleight of Hand

Equipment You start with: 1 Double fire pistol and 1 Single fire pistols

Or 1 double fire rifle and 1 Single fire pistol

Any Simple weapon

Leather Armor

An explorer's Pack, a full ammo bandolier for 30 standard bullets for your current weapon and a gunsmith's kit (full skins). Gun Smithing Beginning at 1st level, you can use your gun smith tools to craft more ammunition, repair weapons and draft and create new ones (DM's Discretion). During your short rest, you can make thirty rounds of standard ammunition, depending on if you have enough ingredients to make the mentioned amount. You are able to use gun smith tools similar to tinkerers tools, however you are not proficient using them that way. Skill Points As a Gunslinger, you make your mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have Skill Points. Your gunslinger level determines the number of points you have, as shown on the Skill Points table above. When you spend a Skill point, it is unavailable until you finish a short rest or long rest, at the end of which you draw all of your expended Skill point back to yourself. You can also regain Skill Points by performing daring acts, including rolling criticals and killings blows. The Dungeon Master has the ultimate say as to whether an act constitutes a daring act, but as a general guideline, a daring act should be risky and dramatic. It should take a good deal of guts, and its outcome should have a low probability of success. If it is successful, the gunslinger regains 1 Skill Point. Before undertaking an action, the player can ask the Dungeon Master if it will qualify as a daring act. You can never have more Skill Points than your levels in the Gunslinger class. Gun Plays Gun Plays are abilities that are available for gunslingers to use with your Skill Points. Each Skill Point that is spent on Gun Plays varies between each Gun Play; Gun Plays are team and defense orientated. At 2nd level, you start off with 2 Gun Plays, you learn one additional standard Gun Play at 8th, 15th and 19th level. At 3rd level, there are two Legacies, 'The Maverick' and 'The Marksmen' which have five different Gun Plays at 6th level, that are more targeted for specific legacy. Gun Plays The list below are a the available Gun Play's: The saving throw DC for the Plays below are equal to 8 + your proficiency bonus + your Dexterity modifier. When using the Gun Plays below, your misfire property increases by 1. • Commando Roll As a reaction, you spend 1 Skill Point to roll out of the way against a range attack. The range attack is given disadvantage against you and you move 5 feet in direction of your choice. When using this Gun Play, creatures within 5 feet of you has opportunity against you. • Distracting Coil When attacking, you may spend 1 Skill Point as part of your attack to cause a distraction for another player. The creature must roll a wisdom saving throw, if failed the player closest to the targeted creature gains advantage on their next turn against the creature. When using this Gun Play, The targeted creature gains advantage against you. • Buck Shot When a creature attacks you with a melee weapon, as reaction, you may spend up to 3 Skill Points to misfire your Firearm; you gain additional AC based on how many grit points you have spent. At 8th level, you can spend up to 5 Skill Points. When using this Gun Play, your Firearm suffers the Misfire effect. • Startling Shot As an action, you spend 2 Skill Points to purposely miss a creature you would normally hit with one of your attacks in order to grant disadvantage on the first attack roll from the target on their turn. When using this Gun Play, you have a disadvantage against the same creature on your first attack next turn. • Menacing Shot As an action, you can spend 2 Skill Points to shoot a firearm in the air. All enemies within 15 feet of you must make a Wisdom saving throw or be frightened as if affected by the fear spell. If an affected creature ends it turn in a location where it doesn’t have line of sight to you, it can make a Wisdom saving throw to end the effect. When using this Gun Play you must roll 1d6; if it rolls a 1 your Firearm suffers the Misfire effect. • Helping Hand After an attack action, you may spend 3 Skill Points as a bonus action to allow a teammate within 5 feet of the targeted creature to disengage and move five feet in a direction of their choice as a reaction. When you use this Gun Play, you lose your Reaction until the start of your next turn. • The weight of Hot Lead If an enemy hits an ally, you can spend 3 Skill Points to make an attack against the enemy as a reaction. If you hit, use a 1d10 damage; the amount of damage you roll subtract the damage of the enemies attack against your ally. When using this Gun Play, a creature within 5 feet of you can use their reaction to make one melee attack. Legacies No matter where a Gunslinger travels, they always leave something behind; that being a trail, a story for the ages; these are called Legacies. At 3rd level, you can now choose one of two Legacies; 'The Maverick' and 'The Marksmen'.

Ability Score Improvement When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score o f your choice by 2, or you can increase two ability scores o f your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack a second time when you take the attack action. Calling Their Bluff Starting at 7th level, thanks to your time at card tables you've learnt to read right through anyones bluff. When you use the insight check on a creature you can add your Intelligence modifier to the check as long as youcan see their face. Gone like the Wind You want to place as much distance from a creature as fast as possible. At the start of 9th level, you gain the action dash as a Bonus action. Quick to the trigger At the beginning on 10th level, if you are first in the initiative, your first attack is counted as a critical hit. You cannot use this ability again until you have had a short rest. A Gunslingers Resolve You've gain amazing resilience when using your Firearm. At 13th level, when you roll a 1 on an action with your Firearm, you can choose not to suffer the misfire effect; you get 4 of these resolves. Once per long rest, you regain 1d4 Resolves. Trick up your sleeve Starting at 15th level, you never go anywhere without a gun on your person, come hell or high water. Whenever you make a Sleight of Hand check to draw or hide a light weapon on your person, you can treat a d20 roll of 9 or lower as a 10. ‘Slinger’s Luck Starting at 18th level, some swear you’ve been kissed by Lady Luck herself. Before you roll a saving throw, you can choose to automatically succeed. Once you use this feature, you must take a long rest before using it again. Utility Shot Starting at 20th level, if you have 1 Skill Point left, you can take a shot with a firearm that creates a dramatic effect, rather than causing damage. This can blast open a lock that is not sealed by magic, scoot an unattended object of 10 pounds or less, sever a rope, or any other suitably dramatic effect that the DM approves. If successful, you gain 3 Skill Points. The Maverick When the it's down to the wire, all things almost seem to slow down around the lone Gunslinger as he draws his weapon to deal the final blow. With movements fast, crisp and sharp, the firearm is aimed against his or her targets and with a loud crack from the barrel, four creatures dead before time could catch up. Faster than the naked eye Beginning when you choose this Gunslinger Legacy at 3rd level, you gain proficiency in Sleight of Hand or double proficiency if already proficient in the skill. Fanning the Hammers In addition, When making an attack with a one-handed Firearm while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and is counted as a Melee attack. Maverick Plays At 6th level, you gain access to 2 out of 5 Maverick Plays. These Gun Plays are surrounded around speed and agility of a Gunslinger. At 12th level you gain another Maverick Play, you can change the original two plays if you want. When using the Gun Plays below, your misfire property increases by 1. Plays These are the The Maverick Gun Play's: The saving throw DC for the Plays below are equal to 8 + your proficiency bonus + your Dexterity modifier. • Deafening Shot When within melee range, you can spend 2 Skill Point to place your chamber an inch from a medium or smaller creatures ear and fire a shot against another creature with disadvantage. The creature must make a constitution saving throw or be deafened and stunned for a round. When using this Gun Play, you give the targeted creature a melee attack as a reaction. • Quick Draw You can spend 1 Skill Point to give yourself advantage for initiative roll. • Escape the Mob As a reaction, when an enemy ends its turn within 5 feet of you, you can spend 2 Skill Points to move half your speed. All opportunity attacks are at a disadvantage against you. When using this Gun Play, your first attack on your next turn suffers a -2 to your attack roll. • Fleeting Step As a reaction, you can spend up to 3 Skill Points to gain extra walking speed. 1 Skill Point per five feet. When using this Gun Play, you have -2 on athletic checks for 1 minute. • Close Call As a Reaction, when attacked with a melee attack, you can spend 2 Skill Points to take half damage.

When using this Gun Play, the creature gains +2 on their first attack against you on their next turn. Raining Bullets At 11th level, you can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. Fastest in the West At 17th level, whenever you gain advantage on an attack, you can choose to gain an extra attack instead. Can not use this ability with 'Raining Bullets'. You can use your Proficiency on any Initiative Checks. The Marksmen Patience and a keen eye creates the making of a marksmen, never missing the beat. In the chaos of war, while many fight valiantly against their enemy, only one never seems to miss their target, no matter the distance, the victim only ever hears the sound of barrel and then the impact. Hawk-Eyes With eyes of a hawk, nothing misses your sight. Upon choosing this Legacy, at 3rd level, you gain proficiency in Perception or double proficiency if you are already proficient with the Perception skill. Distancing the Gap Your skill as a marksmen goes without saying, having the ability to hit a long range target with ease. When you shoot beyond the weapons normal range, instead of rolling for damage, you maximise your dice roll. Marksmen Play's At 6th level, you gain access to 2 out of 5 Marksmen Plays. These Plays are surrounded around accuracy, power and holding your ground as a Gunslinger. At 12th level, you gain another Marksmen Play, you can change the original two plays if you want. When using the Gun Plays below, your misfire property increases by 1. Plays These are the Marksmen Gun Play's: The saving throw DC for the Plays below are equal to 8 + your proficiency bonus + your Dexterity modifier. • Marking your victim As a Bonus action, you may spend 2 Skill Points to mark one creature within 30 feet of you; when creature is marked you can deal an extra weapon damage die. Duration of rounds equal to your Intelligence modifier(Minimum of one). When using this Gun Play, the targetted creature gains +1 to attacks against you for the duration of the Gun Play. • Insightful Aim As a Bonus action, you can spend 1 Skill Point to make a insight check against a targeted creatures deception check. One a successful check, you gain advantage against the targeted creature on your first attack. When using this Gun Play, the next time you use this Play you have disadvantage on your check. • Iron Sight As an Bonus Action, You focus enough to pierce through enemies defences; you can spend 1 Skill Point for Your ranged weapon attacks to ignore half cover and three-quarters cover until the start of your next turn. When using this Gun Play, you lose your reaction until the start of the next round. • Ricochet Shot When missing an attack against a creature, you can once per short rest spend 2 Skill Points as a Reaction, to force a creature of your choice, within 10 feet of the original targetted creature to make a Dexerity Saving Throw, if it fails, the creature receives the original attack. When using this Gun Play, if successful, your next attack has disadvantage. • Take a Stance As a reaction, Whenever an enemy misses you with a ranged attack, you may spend 2 Skill Points to make a ranged attack against that creature, you must be able to see the target to make this attack. When using this Gun Play, your AC decreases by 1 until your next turn. Bulls-Eye At 11th level, you have the ability to target a specific part of a targets body. The effect on the target on a failed saving throw depends on the part of the body targeted, as set out below. The saving throw DC is equal to 8 + your proficiency bonus + your Dexterity modifier. When using this ability you need to roll an additional d12 afterwards. If it rolls a 1 your Firearm suffers the misfire effect. • Head - When you hit a target, they have to make a constitution saving throw. If failed the creature suffers an additional 1d6 damage at the start of its next turn. The effect is ongoing until the creature passes its saving throw at the end of its turn. Cannot attack the same creature twice. • Arms - The target takes normal damage and drops an item carried in its hands if it fails a Strength saving throw. • Legs - The target takes normal damage and is knocked prone if it fails a Constitution saving throw • Torso - The target takes normal damage and is pushed 10 feet away from you. • Wings - If the target is flying, the target takes no damage, but falls 20 feet if it fails a Dexterity saving throw. Dead-Eye At 17th level, when you score a critical hit on an attack roll with a firearm, you can spend 6 Skill Points to force the target to make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency). If it fails the saving throw and has 100 hit points or fewer, it dies. Otherwise, it suffers the normal effect of a critical hit. To use this ability again you must take a long rest. You are unable to be surprised while you are conscious.

Firearm Firearms Rules Unless stated otherwise, Firearms are treated as ranged weapon attacks and are subject to all the rules that apply to such attacks (for instance, they use Dexterity for attack and damage rolls, they suffer disadvantage on ranged attack rolls while in close combat, and they are subject to the Monk’s Deflect Missiles ability). Gunsmiths Kit The list below are the material that comes with the kit. Powder skins (think water skins) for safely and dryly storing your saltpeter, phosfire powder, charcoal and gunpowder separately. 4 skins. (each skin can hold up to 1 pound of material, 2 pounds of gunpowder). They come neatly packed in a waterproof timber barrel which can hold up to litres of water. The remainder of the gunsmith's kit comes in a fold up kit which can be worn like a backpack.

Mortar and pestle (travel size)

Phosfire drying kit

Small brass measuring spoons and cups.

Travel scales.

Projectile casting kit – a permanent mold for casting standard projectiles

Casing casting kit - a permanent mold for casting standard casings

Casting kit - A box and greensand for casting metals.

Smelting kit (travel size) (can smelt up to 1 pound of metal)

Reloading tools

Gun maintenance and repair tools Ammunition Because firearms are a new technology which is only used by a rare minority, vendors and shopkeepers do not stock either weapons or ammunition for them. Luckily the materials required to make bullets are fairly common. Lead is a common ingredient for projectiles although you may wish to experiment with other projectile options later on. The casing for your bullets or cannon shots can be easily crafted from copper and when it comes to producing gunpowder you have perfected your own method. Your gunsmith's kit provides you with all of the tools you need to make ammunition on the go. Though as it is only a kit and not a fully fledged workstation you will be limited to the resources you can produce. Bullets Your bullets are made up of three main components; Projectile: The bit that hits the target. This is normally lead. Your gunsmith's kit can produce up to 10 projectiles in one casting session. Propellant: Gunpowder. Your gunsmith's kit has a skin which can store up to two pounds of gunpowder. Casing: Generally a copper casing, that encloses the propellant and is capped with the projectile. Your casing kit can produce 10 in one casting session. Firearm Properties Properties Firearms use special ammunition, and some of them have the cannon, misfire, reload, or scatter properties. Ammunition The ammunition of a firearm is destroyed upon use. Most firearms use bullets. Cannon A weapon that has the Cannon property is designed to be fired only when braced on a bipod, gun carriage, or a hard, stationary surface, such as a low wall. A character must use an action or a bonus action (the character’s choice) to brace the weapon. If the character moves after bracing the weapon, the weapon is no longer considered to be braced (though see the rules for the gun carriage below). If the character fires a weapon with the cannon property that is not braced, he must make a DC 15 Strength saving throw or suffer disadvantage on the attack roll and be knocked prone. Weapons with the Cannon property use cannon shots, instead of bullets. Misfire A weapon that has the misfire property becomes jammed when you roll a natural 1 on the attack roll. Until the jam is cleared, by spending an Bonus Action on one-handed Firearm to use a Gunsmithing Kit to make a DC 10 Intelligence ability check, attacks with the weapon are made at disadvantage. Unjamming a two-handed Firearm takes an action to clear. If you roll a natural 1 on an attack roll with a jammed weapon, the weapon explodes , dealing its damage to the wielder and destroying the weapon. Reload A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using a bonus action. Scatter A weapon with the scatter property potentially deals damage to all creatures within a cone equal to the indicated length. All creatures within the cone must succeed on a DC 15 Dexterity saving throw or take the weapon’s normal damage. Weapons with the scatter property can use normal ammunition, as opposed to scatter ammunition, in which case they are treated as a normal weapon attack against a single target.