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gunslinger

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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

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.

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

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.

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