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Table of Contents
The Gunslinger
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.
The Gunslinger
| Level | Proficiency Bonus | Features |
|---|---|---|
| 1st | +2 | Shootin' Style, 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) |
Class Features
As a Gunslinger, you gain the following class features.
Hit Points
- Hit Dice: 1d10 per Gunslinger level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st
Proficiencies
- Weapons: Simple weapons, Pistols, Shotguns, Rifles
- Tools: None
- Saving Throws: Dexterity, Constitution
- Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- A ranged weapon (worth $3 or less), and 1lb of ammo
- Backpack & Bedroll
- 3 Days of rations
Shootin' Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Shootin' Style option more than once, even if you later get to choose again.
- 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
- Superior Gunmanship - You gain a +2 bonus to attack rolls you make with ranged weapons.
- Shootout - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
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 hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge
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.
Way of the Gun
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.
- Deadeye
- Desperado
- (Working on it)
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 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.
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.
Indomitable
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.
