gunslinger
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| gunslinger [2026/07/14 18:25] – admin | gunslinger [2026/08/19 22:26] (current) – admin | ||
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| ===== The Gunslinger ===== | ===== The Gunslinger ===== | ||
| - | Gunslingers can be the most feared killer, or stalwart lawman, gun-for-hire, | + | **Gunslingers can be the most feared killer, or stalwart lawman, gun-for-hire, |
| - | No matter the cause, Gunslingers are masters of firearms and crack shots. | + | No matter the cause, Gunslingers are masters of firearms and crack shots.** |
| //You must have a Dexterity or Strength score of 13 or higher in order to multiclass in or out of this class.// | //You must have a Dexterity or Strength score of 13 or higher in order to multiclass in or out of this class.// | ||
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| {{tablelayout? | {{tablelayout? | ||
| ^ Level ^ Proficiency Bonus ^ Features | ^ Level ^ Proficiency Bonus ^ Features | ||
| - | | 1st | +2 | + | | 1st | +2 | Second Wind | |
| | 2nd | +2 | Action Surge (x1) | | | 2nd | +2 | Action Surge (x1) | | ||
| | 3rd | +2 | Way of the Gun | | | 3rd | +2 | Way of the Gun | | ||
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| * **Hit Dice:** 1d10 per Gunslinger level | * **Hit Dice:** 1d10 per Gunslinger level | ||
| * **Hit Points at 1st Level:** 10 + your Constitution modifier | * **Hit Points at 1st Level:** 10 + your Constitution modifier | ||
| - | * **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per fighter | + | * **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per Gunslinger |
| ===Proficiencies=== | ===Proficiencies=== | ||
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| ---- | ---- | ||
| - | |||
| - | ==== Shootin' | ||
| - | You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Shootin' | ||
| - | |||
| - | * **Thrown Weapon Fighting** - You can draw a weapon that has the thrown property as part of the attack you make with the weapon. | ||
| - | In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll. | ||
| - | * **Two-Weapon Fighting** - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. | ||
| - | * **Close Quarters Shooter** - 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 feet of you. You have a +1 bonus to attack rolls on ranged attacks | ||
| - | * **Greased Lightnin** - You gain a +2 bonus to attack rolls you make with ranged weapons. | ||
| - | * **Shootout** - When you are wielding a weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. | ||
| - | * **Rapid Reload** - As long you have a free hand, you can reload a firearm using a bonus action. | ||
| ===Second Wind === | ===Second Wind === | ||
| - | You 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 | + | You 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 |
| + | |||
| + | This feature can't be used to restore wound damage. | ||
| Once you use this feature, you must finish a short or long rest before you can use it again. | Once you use this feature, you must finish a short or long rest before you can use it again. | ||
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| * [[Desperado|Desperado]] | * [[Desperado|Desperado]] | ||
| * [[Gunplay|Gunplay]] | * [[Gunplay|Gunplay]] | ||
| + | |||
| + | ===Grit=== | ||
| + | You have a number of grit points equal to your proficiency bonus. \\ You regain all expended grit when you finish a short or long rest. \\ Whenever you score a critical hit with a firearm, you regain 1 expended Grit point, up to your maximum. Whenever you reduce a significant hostile creature to 0 hit points with a firearm, you may regain 1 grit up to your max, at the DM's discretion. | ||
| + | |||
| + | ===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// | ||
| ===Ability Score Improvement === | ===Ability Score Improvement === | ||
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