Gunslingers can be the most feared killer, or stalwart lawman, gun-for-hire, or wandering hero. 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.
| Level | Proficiency Bonus | Features |
|---|---|---|
| 1st | +2 | Second Wind |
| 2nd | +2 | Action Surge (x1) |
| 3rd | +2 | Way of the Gun |
| 4th | +2 | Ability Score Improvement |
| 5th | +3 | Extra Attack (x1) |
| 6th | +3 | Ability Score Improvement |
| 7th | +3 | Way of the Gun |
| 8th | +3 | Ability Score Improvement |
| 9th | +4 | Indomitable (x1) |
| 10th | +4 | Way of the Gun |
| 11th | +4 | Extra Attack (x2) |
| 12th | +4 | Ability Score Improvement |
| 13th | +5 | Indomitable (x2) |
| 14th | +5 | Ability Score Improvement |
| 15th | +5 | Way of the Gun |
| 16th | +5 | Ability Score Improvement |
| 17th | +6 | Indomitable (x3), Action Surge (x2) |
| 18th | +6 | Way of the Gun |
| 19th | +6 | Ability Score Improvement |
| 20th | +6 | Extra Attack (x3) |
As a Gunslinger, you gain the following class features.
You start with the following equipment, in addition to the equipment granted by your background:
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 vitality equal to 1d10 + your Gunslinger level.
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.
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
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.
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
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.
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.
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.