Gunslinger For some, the rhythm of battle isn't determined by the singing of steel or the sizzle of a spell, but by the rythm of his rifle and pistol. These tools set the tempo for their soul. Some Gunslingers treat the secrets of their trade with care and reverence, while others live for the flair and bravado of the lifestyle. Their life is as exciting as it is dangerous, and a true Gunslinger thrives on both of those elements. The Gunslinger Level Proficiency Bonus Features 1st +2 The Gunslinger's Way, Gunsmith 2nd +2 Fighting Style 3rd +2 Gunfighter's Code 4th +2 Ability Score Improvement 5th +3 Extra Attack 6th +3 Quickdraw 7th +3 Gunfighter's Code Improvement 8th +3 Ability Score Improvement 9th +4 Expeditious Retreat 10th +4 Gunfighter's Code Improvement 11th +4 Tactical Reload 12th +4 Ability Score Improvement 13th +5 Rapid Repair 14th +5 FIghting Style Improvement 15th +5 Gunfighter's Code Improvement 16th +5 Ability Score Improvement 17th +6 Full Metal Jacket 18th +6 Gunfighter's Code Improvement 19th +6 Ability Score Improvement 20th +6 True Grit Class Features As a Gunslinger, you gain the following class features Hit Points Hit Dice: 1d8 per Gunslinger level

1d8 per Gunslinger level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 4) + your Constitution modifier per Gunslinger level after 1st Proficiencies Armor: Light armor

Light armor Weapons: Simple Weapons, Crossbows, Hand Crossbows, Firearms

Simple Weapons, Crossbows, Hand Crossbows, Firearms Tools: Tinkerer's Tools, Smith's Tools Saving Throws: Dexterity, Wisdom

Dexterity, Wisdom Skills: Choose three from Acrobatics, Athletics, History, Insight, Perception, Sleight of Hand, Stealth, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a light crossbow and 20 bolts or (b) any two simple weapons

Leather armor

(a) a dungeoneer's pack or (b) an explorer's pack

A Pistol, 12 pistol rounds, and Tinkerer's Tools

The Gunslinger’s Way Gunslingers make their mark upon the world with daring deeds, exceptional skill, and a little bit of ego. Grit Where most would call this luck, Gunslingers refer to the same concept as Grit. A fluctuating measure of a Gunslinger’s ability to perform amazing actions and feats of skill. You gain a number of Grit points equal to your Wisdom modifier (minimum 1). You regain 1 expended Grit point each time you strike with a critical hit, or deal a killing blow to an enemy. You regain all expanded Grit points at the end of a long or short rest. Daring Acts Gunslingers have an affinity for the dramatic, often taking risks that either require a good deal of guts, or skill. If a Daring Act is successful, the Gunslinger may regain 1 grit point. Before attempting a Daring Act, ask the DM if the action qualifies. The DM is the final arbiter on what is and is not a Daring Act, and may grant the Gunslinger a grit point even if the play does not ask. Trick Shots You learn three Trick Shots of your choice. Many maneuvers enhance an attack or roll in some way, and must be declared before the roll is made. Only one Trick Shot can be made on each Attack. You gain access to another Trick Shot at 7th, 10th, 15th, and 18th level. Dazing Shot When you hit a creature with a firearm attack, you can expend 1 Grit point to attempt to dizzy your opponent. The creature suffers normal damage and must make a Wisdom saving throw or suffer disadvantage on attack rolls until the end of their next turn.

Deadeye Shot When you make a Firearm Attack against a creature, you may spend 1 Grit point to gain Advantage on the attack roll.

Disarming Shot When you hit a creature with a firearm attack, 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 1 held object of your choice and have that object be pushed 10 feet away from you.

Gunslinger’s Dodge When you move, you may spend 1 Grit point. Add your Wisdom modifier to your Armor Class until you stop moving.

Gunslinger’s Luck The Gunslinger can spend grit to reroll a saving throw or a skill check. It costs 2 Grit points to reroll a saving throw, and 1 Grit point to reroll a skill check. The gunslinger must take the result of the second roll, even if it is lower.

Pistol Whip When you make a Firearm Attack while in melee range against a creature, you may spend 1 Grit point. Make a melee attack using the butt or handle of your weapon. When you do, you are considered proficient with the weapon and consider the weapon as having the finesse quality. The damage dealt by the pistol whip is considered bludgeoning damage, and is determined by the size of the weapon. One handed firearms deal 1d6 damage, two handed firearms deal 1d10, and heavy firearms deal 1d12.

Gut Shot When you make a Firearm Attack against a creature, you may spend 1 Grit point to cause some internal damage. On a hit, the creature must succeed a Constitution saving throw or suffer an additional one damage dice of the weapon used at the beginning of each of the creature’s turns. At the end of each of the creature’s turns, it attempts another Constitution saving throw.

Winging Shot When you hit a creature with a firearm attack, 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.

Violent Shot When you hit a creature with a firearm attack, you can expend 1 or more grit points to enhance the volatility of the attack. For each Grit point expanded, the attack gains +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon die for each Grit point spent. Trick Shot Save DC = 8 + your Proficiency Modifier + Dexterity Modifier Gunsmith At 1st level, if you have access to a Tinker's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You can craft ammunition and powder, repair damaged firearms, or craft new weapons from raw materials at half the cost. Crafting ammunition or black powder, and repairing weapons requires a short or long rest. Crafting a gun takes six hours of work for each 50g. Each crafting attempt requires a Tinkerer's tools check.

Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. Whenever you gain a level in Gunslinger, you may change your fighting style as your shift your focus and adjust your training. You may choose a second Fighting Style at 14th level. Akimbo When you are wielding a ranged weapon in each hand, you may add your ability modifier to the damage of the second attack. Boomstick When you roll a 1 or a 2 on a damage die for an attack you make with a weapon you are wielding with the scatter property, you can reroll the die and must use the new roll, even if it is a 1 or a 2. Long Gun You gain a +2 to attack rolls when you make an attack with a ranged weapon with the two-handed property. Stranger When you are wielding a ranged weapon in one hand and no other weapons, you gain a +2 to damage rolls with that weapon. Gunfighter’s Code At 3rd level, you choose to walk your own path of fire and powder. Choose Marksman, Rift Runner, or Outlaw. The archetype you choose grants you features at 3rd, 7th, 10th, 15th, and 18th level. Ability Score Improvement When you reach 4th level, and again atYou may do this 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 Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Quickdraw When you reach 6th level, you add your proficiency bonus to your initiative. You may also stow a firearm then draw another firearm as a single Item Interaction, or as part of your Draw Weapon interaction. Expeditious Retreat When you reach 9th level, your movement speed increases by 5 feet, and you may Disengage as a bonus action. Tactical Reload When you reach 11th level, as long as you have 1 Grit point, you may reload any weapon with the reload or loading property as a bonus action. Rapid Repair Upon reaching 13th level, you better understand the cause of weapon misfires. You can spend 1 Grit point to repair a misfired (not broken) firearm. Full Metal Jacket Beginning at 17th level, you’ve perfected the art of crafting bullets. Bullets now cost half as much to create. All bullets that are crafted this way now count as +1 bullets. If you double the cost of the materials, the ammunition counts as +2 bullets. True Grit At 20th level, pick two deeds that you’ve learned. You may reduce the number of Grit points spent to perform these deeds by one (minimum 0). If you reduce the cost to 0, you may perform the deed as long as you have 1 Grit point. If the deed required you to have at least 1 Grit point, you no longer need to have any Grit.

The Gunfighter's Code Each Gunslinger follows their own code, a list of rules and guidelines that they set for themselves and their way of life. While every Gunslinger lives by their own creed, most of them choose to walk down a path laid for them by their predecesors. Your Code is a part of who you are: how you fight, how you live, and how you die. The Outlaw Reckless, cunning, and always escaping by the skin of their teeth, the Outlaw embodies everything a Gunslinger aspires to be. As quick with a word as they are with a gun, the Outlaw rides the line between bravado, and insanity. Quick Wit At 3rd level, instead of using your Wisdom modifier to determine your Grit, you use Charisma. You also become proficient in one skill of your choice: Deception, Intimidation, or Persuasion. You also gain access to a new trick: Silver Tongue When you make a Charisma (Persuasion) or a Charisma (Deception) check, you may spend 1 Grit point. If you do, you gain advantage on the roll. Stranger’s Fortune At 7th level, an Outlaw can ignore a number of misfires equal to their Charisma modifier. You regain all uses of this ability at the end of a long rest. Big Damn Hero At 10th level, when you are brought to 0 Hit Points, you may spend all of your remaining Grit points (minimum 1), to go to 1 Hit Point instead. You may use this ability again after a long rest. Barrel and Blade At 15th level, when a creature misses you with a melee attack, you may spend 2 Grit points to counter the attack, and make a Pistol Whip trick shot as a reaction. Aim to Misbehave At 18th level, your precision with your firearm is unmatched. Your critical range increases to 19-20. Marksman Not all Gunslingers live a life of style and flair. Unlike their flashier counterparts, the Marksman exhibits significant restraint. They are those who sit patiently in the tallest trees, waiting in the darkest shadows, living for a single moment. The Kill Shot. Paint the Target Starting at 3rd level, as a bonus action, you mark a creature that you can see. You have advantage on your first attack roll each turn with firearms against that creature. This lasts for 1 minute or until you make an attack against another creature or the creature has 0 hit points. You can use this feature a number of times equal to your Wisdom modifier (minimum 1). You regain any expended uses when you finish a long rest. You also gain a new trick: Deep Breath When you make a firearm attack against a creature targeted by your mark, you may spend 1 Grit point. If you hit with the attack, you may add your proficiency bonus to your damage. If the marked creature dies, you may paint a new target without expending a use of this feature. Steady Aim Starting at 7th level, a Marksman increases their normal and long range by 15 feet for all Firearms. Take Cover Starting at 10th level, you gain proficiency in Dexterity (Stealth) checks. If you are already proficient in Stealth, choose another Gunslinger skill. You also treat ½ cover as ¾ cover. She has a name Starting at 15th level, your firearms are considered magical weapons for overcoming damage resistance or immunity. Opening Thread Starting at 18th level, you know how to await the perfect shot. If you take the Ready Action on your turn, you may wait until your Painted target has finished their turn. Make an Attack action or Trick shot, and you may spend any number of Grit points. For each Grit point spent, increase your critical threat range by 1.

Rift Runner For some Gunslingers, darting around hazards on the battlefield is not enough. Others crave more danger, more adventure, more than just the Material Plane. Rift Runners spend as much time as they can bouncing between the Inner and Outer Planes, seeking greater thrills as well as greater purpose Planar Infusion At 3rd level, your time spent between planes gives you a faint connection to the elemental planes. After a long rest, you spend 30 minutes meditating and attuning to one of the Prime Elemental planes: Air, Earth, Fire, and Water. When you attune to the plane, as long as you have 1 Grit point, you may choose to have your Firearm attacks deal half of it's damage as the attuned type. You also gain access to a new trick: Runner's Vault You can spend 1 Grit point to increase your movement speed by 15 feet, and gain advantage on Dexterity (Acrobatics) checks. If the Gunslinger jumps while affected by this trick, you can make a second jump as long as you are adjacent to a solid structure. Planar Attunement Plane Damage Type Fire Fire Earth Acid Water Cold Air Lighting Planar Surge At 7th level, the Gunslinger can alter their attunement to a new element as a bonus action as long as they have 1 Grit Point. This new attunement lasts for 1 minute before returning to its original state. The Gunslinger also gains Resistance to their attuned element. You may use this feature a number of times equal to your Wisdom modifier. You regain all uses at the end of a long rest. Attuned Chamber At 10th level, as long as the Gunslinger has 1 Grit point, Firearm attacks deal an additional 1d6 damage of their attuned element. Rift Shot At 15th level, a Gunslinger can spend 3 Grit points as a Standard action to shoot at a location within their first range increment. The bullet opens a temporary portal through your attuned plane to the target location. The portal can be closed at will, or will close itself after 30 seconds. If the Gunslinger uses this ability on an unwilling creature, the creature must make a Dexterity saving throw or be pulled through the portal. Planeswalker At 18th level, you become bound to the elemental planes. Your bonus damage from Attuned Chamber becomes 2d6. This damage overcomes resistance. Whenever you travel to another plane, including Rift Shot, you regain 1d4 Grit Points, and your next Firearm attack has Advantage.