Gunslinger A dwarf charges towards a group of enemies, his artillery canon tucked under his arm. Sweat beads from his singed eyebrows to his tighly woven beard as he aims in the general direction of his targets, plants the small canon on the ground, and covers his ears. A human darts from cover to cover before spinning around and letting off a handful of shots at nearby targets, only to duck behind the nearest wall immediatly after. A halfling sits in a dim workshop, only illuminated but the lamp resting on the desk before her. Her forehead beads with sweat as she carefully assembles the last piece into her custom pistol. As the barrel locks into place, her face splits with a wide grin. Age of Gunpowder The use of firearms has been spreading fast in recent years. As more and more people get their hands on their own "Boomstick", it has become abundantly clear that there is certainly more than one way to wield a firearm. Creating a Gunslinger When you create your Gunslinger, think about how your character came to be proficient with firearms, a fairly rare, though quickly spreading weapon technology. How does your character use them? Do they prefer to stick to long range or get up close and personal? Dexterity should be your primary stat to ensure high accuracy and powerful results. Your next highest stat should be Wisdom in order to get the most out of your Trick Shots. After that consider your out-of-combat personality. Want to be a devilshly charming rogue (No, you can't have sneak attack) with a pistol on your hip and another in your boot? Or maybe an intelligent tinkerer, bent on creating the most powerful modifications for your rifle. Class Features Hit Points Hit Dice: 1d8 per Gunslinger level

Hit Points at 1st Level: 8 + Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Gunslinger level after 1st Proficiencies Armor: light armor, medium armor

Weapons: Simple weapons, Crossbows, Firearms

Tools: Tinker's tools

Saving Throws: Dexterity, Wisdom

Skills: Choose two from Acrobatics, History, Insight, Intimidation, Investigation, Perception, Sleight of Hand, and Stealth. Gunslinger Level Proficiency Bonus Features 1st +2 Gunsmith, Fighting Style 2nd +2 Adept Marksman 3rd +2 Marksman Archetype 4th +2 Ability Score Improvement 5th +3 Extra Attack 6th +3 Quickdraw 7th +3 Marksman Archetype Feature, Additional Trickshot 8th +3 Ability Score Improvement 9th +4 Rapid Repair 10th +4 Marksman Archetype Feature, Additional Trickshot 11th +4 Extra Attack (2) 12th +4 Ability Score Improvement 13th +5 Quiet the Mind 14th +5 Marksman Archetype Feature, Additional Trickshot 15th +5 Lightning Reload 16th +5 Ability Score Improvement 17th +6 Additional Trickshot 18th +6 Viscious Intent, Marksman Archetype Feature 19th +6 Ability Score Improvement 20th +6 Extra Attack (3) Howdy! This is my first full Homebrew, I've only ever dabbled in adjusting races before. Let me know what you guys think! I'm totally open to feedback and other suggestions for Subclasses! Currently in development are: Showstopper (Bard-like Subclass), Huntsman (Ranger/Long Range Subclass), and Shotgun Preacher (Cleric/Paladin/Shotgun Subclass)

Gunsmith Starting at 1st level you are proficient in all Firearms. You also gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting. Fighting Styles At 1st level, choose one fighting style from the list below: Close Quarters Shooting When making a ranged attack while are you are within 5ft of a hostile creature, you don’t have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30ft of you. Finally, you have a +1 bonus to attack rolls on ranged attacks. Dueling When you are wielding a firearm in one hand and no other weapons, you gain a +2 bonus to damage rolls with that firearm. Ranged Adept You gain a +2 bonus to attack rolls you make with ranged weapons. Rifleman When you roll a 1 or 2 on a damage die for an attack you make with a firearm that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. Two-Weapon Fighting When you engage in two-weapon fighting using firearms, you can add your ability modifier to the damage of the second attack. Adept Marksman At 2nd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms. Trick Shots You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack. You learn an additional trick shot of your choice at 7th, 10th, 14th, and 17th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one. Grit You gain a number of grit points equal to your Wisdom modifier (minimum of 1). 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. Saving Throws Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows: Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier Marksman Archetypes At 3rd level, you choose an archetype that you strive to emulate in your marksmanship. Choose Outlaw or Elemental Transfuser, both are detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 14th, and 18th level. Ability Score Improvement When you reach 4th level, and 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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Quickdraw When you reach 6th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn. Rapid Repair Upon reaching 9th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action. Quiet the Mind At 13th level, you excel at stilling your mind before a shot. You have advantage on saving throws against being frightened. Lightning Reload Starting at 15th level, you can reload any firearm as a bonus action. Viscious Intent At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll. I wanted to expand upon the existing Gunslinger Subclass of the Fighter, as I thought it lacked much variety in a more firearm-heavy world. I used most of the features from Matt Mercer's Gunslinger subclass as the core class features, as well as some features from the fighter (It just seemed wrong to not give the Gunslinger the improved extra attack.)

Marksman Archetypes How you wield you firearm is just as important as the gunpowder that fuels it. Which archetype will you draw inspiration from? Outlaw The Outlaw Gunslinger focuses on being quick on their feet and even quicker on the draw. Fire on several enemies in an instant and duck behind cover before they can retaliate. Outlaw Subclass Features Gunslinger Level Feature 3rd On the Run, Fan the Hammer 7th Evasion 10th Light on Your Feet 14th Quick Eye 18th Crippling Shot On the Run At 3rd Level, as a fan of running around your problems instead of towards them, you can now take the Dash or Disengage action as a Bonus Action. Fan the Hammer At 3rd Level, you can use your action to expend a grit point and make a ranged weapon attack on any number of creatures within 15ft of you. You may only take this action if you are wielding a Revolver-style firearm, you must have ammunition loaded for each target, and you must make a separate attack roll for each target. Attacks made during this action cannot benefit from any Trick Shots. Alternatively, you can attempt to unload your entire clip into one target you see within 15ft of you. When choosing to do so, add 5 points to the weapon's misfire score for the attack rolls of this action. If you misfire during this action, attacks made before the misfire happen as normal, but the action ends and you must repair your firearm. Evasion 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 if you fail. Light on Your Feet At 10th Level, your walking speed increases by 10ft. If you have a climbing or swimming speed, this increase applies to that as well. Quick Eye At 14th Level, you’ve trained your eye to identify targets faster and from father away. When you spend your action to perform the Fan the Hammer ability, you can now choose targets within 30ft of you. Additionally, when attempting to fire on one target with Fan the Hammer, add 3 points to the misfire score. Crippling Shot At 18th Level you learned how best to pin down your opponents. Whenever you land a critical hit with a firearm attack, the target’s speed is halved for 1 minute. This effect stacks with other effects of this nature, though cannot apply to the same creature twice. Elemental Transfuser Why leave the chemical reactions to the flint and powder? Harness the elements to exploit weaknesses and even create new ones. Elemental Transfuser Subclass Features Gunslinger Level Feature 3rd Arcane Intuition, Alchemic Transfusion 7th Eye for Reaction 10th Advanced Transfusion 14th Masterful Transfusion 18th Primed Reaction Arcane Intuition At 3rd level, you can now use your INT modifier instead of your WIS modifier when determining your grit point total. You also gain proficiency in Arcana if you don’t already have it. Alchemic Transfusion At 3rd level, you begin to mix your understanding of the chemical properties of gunpowder and the arcane properties of the elements. Once per turn when you make a firearm attack, you can spend a grit point to have it deal an extra 1d6 damage of your choice: Fire, Cold, Lightning, or Poison. A Transfused Shot cannot benefit from any Trick Shots. The damage from this ability becomes more powerful as you gain levels in this class, 2d6 at level 7, 3d6 at level 10, and 4d6 at level 14. Eye for Reaction At 7th Level you’ve become experienced in the chemical makeup of creatures and how they react to your Alchemic Transfusion. As a bonus action, you can make an investigation check against a target within 60ft. The DC is the target’s AC. On success, you learn if the creature has any Resistances, Immunities, or Vulnerabilities. Additionally, your Alchemic Transfusion now deals 2d6 damage. Advanced Transfusion At 10th Level, you can now choose to deal Thunder or Acid damage when using your Transfusion Shot ability. You can also choose change the weapon’s physical damage to the chosen damage type. Additionally, your Alchemic Transfusion now deals 3d6 damage. Masterful Transfusion At 14th Level, you can now choose to deal Radiant or Necrotic damage with your Transfusion Shot. Additionally, your Alchemic Transfusion now deals 4d6 damage.