{"name":"Gunslinger","overview":"A master of ranged combat, able to use firearms with deadly efficiency \r\n\r\nSince their invention, firearms have been favored by the common folk over the bow and sword due to their relative ease of use. For most, firearms have become a tool in the kit of their everyday lives. But Gunslingers refine the use of firearms to a near art form. Gunslingers are at the top of their class in terms of speed, accuracy and grit. Through practice and talent, they can draw, unload, and reload their guns in the time it would take a normal individual to manage their first straight shot. Gunslingers are the masters of all types of firearms, from pistols, rifles and shotguns to larger weaponry like gatling guns. If it slings lead, Gunslingers do it best. A Gunslinger's style of firearms combat falls into three\r\ncategories: the Sharpshooter, the Crackshot, and the Holy\r\nGunslinger.\r\n\r\nThe Sharpshooter places all of their bets on accuracy, they believe that you can\u2019t kill what you can\u2019t hit. Sharpshooters put years of practice into getting their lead down-range and on-target. Their focus on accuracy has not only allowed them to consistently strike their target, but to do so in such a way that it damages them gravely. The Sharpshooter\u2019s strenuous practice has also gifted them with the ability to reload their firearms much faster than other Gunslingers. A Sharpshooter\u2019s intended target and point of impact rarely differentiate.\r\n\r\nThe Crackshot is a believer that gunslinging is more complex than the general population is lead to think. Where some are satisfied with simply \u201cpointing and shooting,\u201d Crackshots see potential in their weaponry. They use their firearms as tools rather than weapons, putting intent into their shots. Crackshots can use their firearms to distract, disarm, push or otherwise impair their targets. They also wield a combative know-how, which allows them to manipulate themselves, their allies, and their opponents to their tactical advantage. \r\n\r\nThe Holy Gunslinger merges gunslinging with zealotism. Their devotion to their deity has granted them access to a range of divine spells in addition to their gunslinging prowess. The Holy Gunslinger\u2019s faith also grants them the ability to manipulate their gunslinging to fall further in line with their Zealot siblings. They are able to inscribe their rounds with divine properties and sing holy hymns in order to channel their deity\u2019s influence on the battlefield.","hitdice":"d10","hitpointsfirstlevel":"10 + your constitution modifier","hitpointsathigherlevels":"1d10 (or 6) + your constitution modifier per brawler level after 1st","armorproficiencies":"Light Armor","weaponproficiences":"Simple Melee Weapons, Firearms, shortsword, cutlass, whip","tools":"None","savingthrows":"Strength & Dexterity","skills":"Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Mechanics and Survival","equipment":"equipment granted by your background:\r\n[ul][li]a duster[\/li][\/ul]\r\n[ul][li]revolver and 20 pistol ammo[\/li][\/ul]\r\n[ul][li](a) a simple weapon or (b) shortsword[\/li][\/ul]\r\n[ul][li](a) derringer and 20 pistol ammo or (b) lever rifle and 20[\/li][\/ul]\r\n[ul][li]rifle ammo[\/li][\/ul]\r\n[ul][li](a) a dungeoneer's pack or (b) an explorer's pack[\/li][\/ul]","spellcasting":"","features":"[h2]Fighting Style[\/h2]\r\nStarting at 1st level, you adopt a particular style of fighting as\r\nyour specialty, Choose one of the following options. You can't\r\ntake a Fighting Style option more than once, even if you later\r\nget to choose again.\r\n\r\n[h3]Akimbo[\/h3]\r\nWhen you engage in two weapon fighting, you may use your\r\nbonus action to make a ranged weapon attack. You can add\r\nyour ability modifier to the damage of the second attack.\r\n\r\n[h3]Dual-Weapon Fighting[\/h3]\r\nWhen you are wielding a melee weapon in one hand and a\r\nranged weapon in the other, you can add your ability modifier\r\nto the damage of the second attack and you gain a +2 bonus\r\nto damage rolls with the weapon in your main hand.\r\n\r\n[h3]Marksman[\/h3]\r\nYou gain a +2 bonus to attack rolls you make with ranged\r\nweapons.\r\n\r\n[h3]Rifleman[\/h3]\r\nWhen you roll a 1 or 2 on a damage die for an attack you\r\nmake with a ranged weapon that you are wielding with two\r\nhands, you can reroll the die and must use the new roll, even\r\nif the new roll is a 1 or a 2. The ranged weapon must have the\r\ntwo-handed property for you to gain this benefit.\r\n\r\n[h2]Second Wind[\/h2]\r\nAt 1st level, you have a limited well of stamina that you can\r\ndraw on to protect yourself from harm. On your turn, you can\r\nuse a bonus action to regain hit points equal to 1d10 + your\r\nGunslinger level. Once you use this feature, you must finish a\r\nshort or long rest before you can use it again.\r\n\r\n[h2]Action Surge[\/h2]\r\nStarting at 2nd level, you can push yourself beyond your\r\nnormal limits for a moment on your turn. You can take one\r\nadditional action on top of your regular action and a possible\r\nbonus action. Once you use this feature, you must finish a\r\nshort or long rest before you can use it again. Starting at 17th\r\nlevel, you can use it twice before a rest, but only once on the\r\nsame turn.\r\n\r\n[h2]Gunslinger Archetype[\/h2]\r\nAt 3rd level, you choose an archetype that you strive to\r\nemulate in your gunslinging style and techniques. Choose\r\nHoly Gunslinger, Sharpshooter or Crackshot, all detailed at\r\nthe end of the class description. The archetype you choose\r\ngrants you features at 3rd level and again at 7th, 10th, 15th,\r\nand 18th level.\r\n\r\n[h2]Ability Score Improvement[\/h2]\r\nWhen you reach 4th level, and again at 8th, 12th, 16th, and\r\n19th level, you can increase one ability score of your choice\r\nby 2, or you can increase two ability scores of your choice by\r\n1. As normal, you can't increase an ability score above 20\r\nusing this feature.\r\n\r\n[h2]Extra Attack[\/h2]\r\nBeginning at 5th level, you can attack twice, instead of once,\r\nwhenever you take the Attack action on your turn. The\r\nnumber of attacks increases to three when you reach 11th\r\nlevel in this class\r\n\r\n[h2]Longshot[\/h2]\r\nAt 6th level, you\u2019ve learned how to make a shot past the\r\nperceived limit of your firearms. At the start of your turn you\r\ncan use longshot to effectively double the ranges, both the\r\nnormal and the maximum range, of all firearm attacks you\r\nmake until the start of your next turn. Once you use this\r\nfeature, you must finish a short or long rest before you can\r\nuse it again. Starting at 14th level, you can use it twice before\r\na rest.\r\n\r\n[h2]Bullseye[\/h2]\r\nBeginning at 9th level, when you make a successful weapon\r\nattack with a firearm you can use this feature to make\r\nanother attack roll against the target and if you successfully\r\nmake the attack roll you can double the damage dice for the\r\nattack, if you use this feature when you score a critical hit the\r\ndamage dice are tripled altogether. You can use this feature\r\ntwice between long rests starting at 13th level and three\r\ntimes between long rests starting at 17th level.\r\n\r\n[h2]Quickdraw[\/h2]\r\nBy 20th level, Gunslingers know how to strike fast and true.\r\nWhen you roll initiative, you gain a special turn that takes\r\nplace before other creatures can act. On this turn, you can\r\nuse your action to take the Attack action. If more than one\r\ncreature in an encounter has this feature, they all act first in\r\norder of initiative, then the regular initiative order begins. If\r\nyou would normally be surprised at the start of an encounter,\r\nyou are not surprised but you do not gain this extra turn. In\r\naddition you can draw and holster your weapons freely on\r\nyour turn.","subclasses":"While the methodology between the archetypes may seem to\r\nbe very different, with many differences in the guns used and\r\nhow to use them, all Gunslingers have one thought in mind:\r\n\u201chow do I inflict the most damage I can with the firearms at\r\nmy disposal?\u201d.\r\n\r\n\r\n[h1] Crackshot [\/h1]\r\nShoots with intent\r\n\r\n[h2]Deliberate Aim[\/h2]\r\n\r\nWhen you choose this archetype at 3rd level, you learn trick\r\nshots that are fueled by special dice called trick dice.\r\n\r\n[u][b]Trick Shots. [\/b][\/u]\r\nYou choose three trick shots, which are\r\ndetailed under \u201cTrick Shots\u201d below. Trick Shots are used to\r\nincorporate additional effects to your shots. You can use only\r\none Trick Shot per attack. You choose two additional Trick\r\nShots of your choice at 7th, 10th, and 15th level. Whenever\r\nyou choose new maneuvers, you can replace one maneuver\r\nyou\u2019ve already chosen with a different one.\r\n19\r\n\r\n[u][b]Trick Dice. [\/b][\/u]\r\nYou have four trick dice, which are d8s. a trick die\r\nis expended when you use it. you regain all of your expended\r\ntrick dice when you finish a short or long rest. you gain\r\nanother trick die at 7th level and one more at 15th level.\r\n\r\n[b]Saving Throws[\/b]. \r\nsome of your trick shots require your\r\ntarget to make a saving throw to resist the shot's effects. the\r\nsaving throw DC is calculated as follows:\r\n\r\n[b]Trick Shot Save DC = 8 + your proficiency bonus + your\r\ndexterity modifier[\/b]\r\n\r\n[h2]Points of Vulnerability[\/h2]\r\nAt 3rd level, you have learned how to identify gaps in defenses and chinks in the armor of enemies that you face. You can choose a creature that you can see and until you finish a long rest, that creature\u2019s ac is unaffected by any armor its wearing (including natural armor) when determining if attack rolls you make against hit. This feature does not affect the creature adding it\u2019s dexterity modifier to its AC. Once you use this feature you can not use it again until you finish a long rest.\r\n\r\n[h2]Correcting Shot[\/h2]\r\nStarting at 7th level, if you\u2019ve learned how to show off your\r\nshooting skills even in battle allowing you to make confusing\r\nshots some would call impossible. When you make an attack\r\nroll and the DM declares that it misses, as a reaction you can\r\nexpend a trick die, choosing a Trick Shot to go with it, and\r\nmake a new attack roll either against the original target or a\r\nnew one of your choice. The trick die is expended whether\r\nyou hit the target with your new attack roll or not.\r\n\r\n[h2]Heightened Deliberate Aim[\/h2]\r\nAt 10th level, your trick dice turn into d10s. at 15th level, they\r\nturn into d12s.\r\n\r\n[h2]Relentless[\/h2]\r\nStarting at 18th level, your gunslinging ability is unmatched,\r\nwhen you roll initiative and have no trick dice remaining, you\r\nregain 1 trick die. Also, when you take the attack action you\r\nmay make another attack in addition to the ones granted by\r\nyour class.\r\n\r\n\r\n[h1]Trick Shots[\/h1]\r\nThe Trick Shots are presented below:\r\n\r\n[ul][li][b][u]Focused Shot[\/u][\/b] When you make a firearm attack roll\r\nagainst a creature, you can expend one trick die to add it to\r\nthe attack roll. You can use this Trick Shot before or after the\r\nattack roll is made, but before any results of the attack\r\nhappen.[\/li][\/ul]\r\n\r\n[ul][li][u][b]Gunslinger\u2019s Cry[\/b][\/u] On your turn, you can use a bonus action\r\nand expend one trick die to shout your gunslinger\u2019s cry and\r\nbostler one of your companions. Target a friendly creature\r\nwho can see or hear you. That creature gains temporary hit\r\npoints equal to your trick die + your Charisma modifier.[\/li][\/ul]\r\n\r\n[ul][li][u][b]Gunslinger\u2019s Grit[\/b][\/u] When another creature damages you\r\nwith an attack, you can use your reaction and expend one\r\nsuperiority die to reduce the damage by the number you roll\r\non your superiority die + your Dexterity modifier.[\/li][\/ul]\r\n\r\n[ul][li][b][u]Hand Shot[\/u][\/b] When you hit a creature with a firearm weapon\r\nattack, you can expend one trick die to attempt to make the\r\ncreature to drop one item that it\u2019s holding (of your choice).\r\nYou add the trick die to the damage of the attack. The target\r\nmust make a Strength saving throw, on a failed save, the\r\ncreature drops the item.[\/li][\/ul]\r\n\r\n[ul][li][u][b]Intimidating Shot[\/b][\/u] When you hit a creature with a ranged\r\nweapon attack, you can expend one trick die to attempt to\r\nintimidate the target. You add the trick die to the damage of\r\nthe attack. The target must make a Wisdom saving throw. On\r\na failed save, the creature is frightened of you until the end of\r\nyour next turn.[\/li][\/ul]\r\n\r\n[ul][li][u][b]Leg Shot[\/b][\/u] When you hit a creature with a firearm weapon\r\nattack, you can expend one trick die to attempt to knock the\r\ntarget down. You add the trick die to the attack's damage roll.\r\nIf the target is a size of Large or smaller, it must make a\r\nStrength saving throw. On a failed saving throw, the target\r\nbecomes prone.[\/li][\/ul]\r\n\r\n[ul][li][u][b]Long Shot[\/b][\/u] When you make a firearm weapon attack on\r\nyour turn, you can expend one trick die to make it so you can\r\nshoot up to the maximum range of the weapon without taking\r\ndisadvantage due to the target\u2019s distance from you. If the\r\nattack hits, you add the superiority die to the attack's damage\r\nroll.[\/li][\/ul]\r\n\r\n[ul][li][u][b]Opportuning Shot[\/b][\/u] When you hit a creature with a firearm\r\nweapon attack, you can expend one trick die to attempt to\r\nmake the creature vulnerable to subsequent attacks. You add\r\nthe trick die to the damage to the attack. The next attack roll\r\nagainst the target by a creature other than you has advantage.\r\nThis effect becomes inactive at the start of your next turn.[\/li][\/ul]\r\n\r\n[ul][li][u][b]Provoking Shot[\/b][\/u] When you hit a creature with a firearm\r\nweapon attack, you can expend one trick die to attempt to\r\nprovoke a creature into attacking you. You add the trick die to\r\nthe damage of the attack. The target must make a Wisdom\r\nsaving throw. On a failed save, the target had disadvantage on\r\nall attack rolls against creatures other than you. This effect\r\nbecomes inactive at the start of your next turn.[\/li][\/ul]\r\n\r\n[ul][li][u][b]Ramming Shot[\/b][\/u] When you hit a creature with a firearm\r\nweapon attack, you can expend one trick die to attempt to\r\nshove a target backwards. You add the trick die to the damage\r\nof the attack roll. If the target is a size of Large or smaller, it\r\nmust make a Strength saving throw. On a failed save, the\r\ncreature is shoved up to 15 feet in a direction away from you.[\/li][\/ul]\r\n\r\n[ul][li][u][b]Returning Shot[\/b][\/u] When a creature misses you with an\r\nattack, you can use your reaction and expend one trick die to\r\nmake a firearm weapon attack against that creature. If your\r\nattack hits, you add the trick die to the damage of the attack.[\/li][\/ul]\r\n\r\n[ul][li][u][b]Ricochet Shot[\/b][\/u] When you hit a creature with a firearm\r\nweapon attack, you can expend one trick die to attempt to\r\ndamage another creature with the same attack. Target\r\nanother creature within 5 feet of the original target and\r\nwithin your weapon\u2019s range. If the original attack roll would\r\nhit the second creature, they take damage equal to the\r\nnumber you roll on your trick die. The damage is of the same\r\ndamage type dealt by the original attack.[\/li][\/ul]\r\n\r\n[ul][li][u][b]Rigged Shot[\/b][\/u] You can expend one trick die and use a bonus\r\naction to prepare your next shot. Target one creature within\r\nrange of your drawn firearm. You have advantage on your\r\nnext attack roll against that creature. If the attack hits, add\r\nthe trick die to the damage of the attack.[\/li][\/ul]\r\n\r\n[ul][li][u][b]Gunslinger's Reflexes[\/b][\/u] On your turn, you can use a bonus\r\naction and expend one trick die in order to take the \u201cDodge\u201d\r\naction until the start of your next turn.[\/li][\/ul]\r\n\r\n[ul][li][u][b]Tactical Shot[\/b][\/u] When you hit a creature with a firearm\r\nweapon attack, you can expend one trick die to inform one of\r\nyour allies of a more tactical position. You add the tick die to\r\nthe damage of the attack. Target a friendly creature who can\r\nsee or hear you. That creature can use its reaction to move\r\nup to half of its movement speed, the creature doesn\u2019t\r\nprovoke opportunity attacks during this movement.[\/li][\/ul]\r\n\r\n\r\n\r\n\r\n[hr]\r\n[h1]Sharpshooter [\/h1]\r\nAlways on target\r\n\r\n[h2]Improved Critical[\/h2]\r\nBeginning when you choose this archetype at 3rd level, your\r\nweapon attacks score a critical hit on a roll of 19 or 20.\r\n\r\n[h2]Sleight of Hand[\/h2]\r\nStarting at 7th level, you can ignore the reloading qualities of\r\nall firearms which you are proficient in.\r\n\r\n[h2]Deadly Focus[\/h2]\r\nStarting at 10th level, when you make a ranged weapon\r\nattack you may choose to reroll that attack, but before the\r\nDM declares whether the attack hit or missed. You may use\r\nthis feature a number of times equal to your Wisdom\r\nmodifier and you gain all uses of this feature on a long rest.\r\nSuperior Critical\r\nStarting at 15th level, your weapon attacks score a critical hit\r\non a roll of 18-20.\r\n\r\n[h2]Eagle Eye[\/h2]\r\nBy 18th level, your ability to pick out targets from a range is\r\nalmost inhuman to the point where attacking at long range\r\ndoesn't impose disadvantage on your ranged weapon attack\r\nrolls, your ranged weapon attacks ignore half cover and\r\nthree-quarters cover.\r\n\r\nAdditionally, you can roll with advantage on any Wisdom\r\n(Perception) and Intelligence (Investigation) checks relying\r\non sight.\r\n","tabledata":"Level| Proficiency Bonus| Features\r\n1st| +2 |Fighting Style, Second Wind\r\n2nd| +2 |Action Surge\r\n3rd |+2 |Gunslinger Archetype\r\n4th |+2 |Ability Score Improvement\r\n5th| +3 |Extra Attack\r\n6th |+3 |Longshot\r\n7th |+3 |Gunslinger Archetype feature\r\n8th |+3 |Ability Score Improvement\r\n9th |+4 |Hit The Floor\r\n10th| +4 |Gunslinger Archetype feature\r\n11th |+4 |Extra Attack (2)\r\n12th |+4 |Ability Score Improvement\r\n13th |+5 |Hit The Floor Improvement\r\n14th |+5 |Longshot (2)\r\n15th |+5 |Gunslinger Archetype feature\r\n16th |+5 |Ability Score Improvement\r\n17th |+6 |Action Surge (2), Bullseye\r\n18th |+6 |Gunslinger Archetype feature\r\n19th |+6 |Ability Score Improvement\r\n20th |+6| Quickdraw","tags":"Snakes and Saloons","isShared":"1","templateId":"25","blockId":"182795"}