{"name":"Gunslinger","overview":"","hitdice":"d8","hitpointsfirstlevel":"8+ Con Mod","hitpointsathigherlevels":"1d8 + Con Mod","armorproficiencies":"Light Armor","weaponproficiences":"Simple Weapons, Shortswords and Firearms","tools":"Tinker's Tools","savingthrows":"Dex and Wis","skills":"You may choose 4 from: Acrobatics, Athletics, Insight, Investigation, Perception, Persuasion, Sleight of Hand, Survival","equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n[ul]\r\n[li]Leather Armor[\/li]\r\n[li](a) a Bolt Rifle or (b) a Revolver[\/li]\r\n[li](a) dungeoneer's pack or (b) an explorer's pack[\/li]\r\n[li]Tinkerer's Tools[\/li]\r\n[\/ul]\r\n","spellcasting":"","features":"Grit: Being tested by smoke and gunpowder, Gunslingers are made from tougher stuff. At level 1 you gain a pool of Grit equal to your level. This can be spent in 3 different ways.\r\n[br]\u2014 You may clear out a misfire as a bonus action instead of a full action. Cost 1 Grit\r\n[br]\u2014 You may fire a firearm at it's maximum range increment with out taking a penalty. Costs 1 Grit\r\n[br]\u2014 You may take the Dash action as a bonus action. Costs 1 Grit\r\n[br]\r\n[br]\r\nSecond 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 gunslinger level. Once you use this feature, you must finish a long rest before you can use it again.\r\n[br]\r\n[br]Class Archetype Feature: At level 3 you may choose which Gunslinger Archetype you fit under. You may choose the Desperado or the Sniper. You gain more subclass features at levels 7, 13, and 19.\r\n[br]\r\n[br]\r\nAbility Score Improvement: When you reach 4th level, and again at 8th, 12th, 16th, and 20th 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\u2019t increase an ability score above 20 using this feature. You may also gain a feat using this feature.\r\n[br]\r\n[br]Indomitable: Beginning at 6th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can\u2019t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 17th level.\r\n[br]\r\n[br]Evasion: Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon\u2019s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.\r\n[br]\r\n[br]Improved Initiative: Starting at level 10, you may add you Wisdom Modifier as well as your Dexterity Modifier to any Initiative check you would make.\r\n[br]\r\n[br]Improved Grit: Starting at level 14, your Grit pool increases equal to your Wisdom modifier.\r\n[br]\r\n[br]Creative Bloodshed: Starting at level 15, whenever you are wielding a firearm that you were the primary designer for, its misfire goes down by 1 (to a minimum of 1), and it gains +1 to damage and attack rolls.\r\n[br]\r\n[br]Alway's Ready: Starting at level 18, you cannot be surprised, and you gain advantage on Initiative checks you make.","subclasses":"[h1][u]Sniper\r\n[br][\/u][\/h1]\r\nExpert Hunter: Starting at level 3, you gain expertise in Perception. Any range increment of firearms you wield is increased by 50ft\r\n[br]\r\n[br]\r\n[br]\r\nDeath from Above: Starting at level 7 you gain 2 new ways to use your Grit:\r\n[br]\r\n-By spending 3 Grit, you can use an action to add a 2nd damage die to your next attack this turn.\r\n[br]\r\n-By spending 1 Grit, you can use you bonus action to study a humanoid enemy, gaining advantage to your next attack against that target.\r\n[br]\r\n[br]Death from Afar: Starting at level 13, when you fire at your longer range increment you gain advantage on your damage dice.\r\n[br]\r\n[br]\r\nDeath Shot: Starting at level 19, if you are able to study an enemy without attacking for 3 turns the next shot you make against that target doesn't require an attack roll. The enemy must make a Constitution Save (DC equals 8+your gunslinger level+your Wisdom Modifier) if they fail they instantly die otherwise, they take 8d10 fire damage.\r\n[br]\r\n[br]\r\n[br]\r\n[h1][u]Desperado\r\n[br][\/u][\/h1]\r\n\r\nIt's Cowboy Time: Starting at level 3, you gain the ability to make an attack as a bonus action with a light firearm in your offhand as long as your have a light firearm in your main hand. You can also reload 2 firearms as an action instead of 1.\r\n[br]\r\n[br]The Last Showdown: Starting at level 7 you gain 2 new ways to spend your grit:\r\n[br]- Whenever you take the Dash Action you can use your bonus action and spend 1 Grit to take an attack on a nearby enemy.\r\n[br]- You can spend 2 Grit to do a simple task with a shot (such as push over a object, or blast open a lock, etc...)\r\n[br]\r\n[br]Fan the Hammer: Starting at level 13, as your attack action you can fire all the ammunition left in a weapon you are holding. All shots fired this way are at disadvantage. When you hit level 18 they are no longer at disadvantage.\r\n[br]\r\n[br]It is High Noon: Starting at level 19, you can attack an additional time, whenever you take the Attack action on your turn. Whenever you take the attack action the next attack that targets only you has disadvantage.","tabledata":"The Gunslinger|||||\r\n|Level|Proficiency|Grit||Features\r\n|1|+2|1||Grit\r\n|2|+2|2||Second Wind\r\n|3|+2|3||Class Archetype Feature\r\n|4|+2|4||Ability Score Improvement\r\n|5|+3|5||-\r\n|6|+3|6||Indomitable (1 Use)\r\n|7|+3|7||Class Archetype Feature\r\n|8|+3|8||Ability Score Improvement\r\n|9|+4|9||Evasion\r\n|10|+4|10||Improved Initiative\r\n|11|+4|11||-\r\n|12|+4|12||Ability Score Improvement\r\n|13|+5|13||Class Archetype Feature\r\n|14|+5|14||Improved Grit\r\n|15|+5|15||Creative Bloodshed\r\n|16|+5|16||Ability Score Improvement\r\n|17|+6|17||Indomitable (2 Uses)\r\n|18|+6|18||Always Ready\r\n|19|+6|19||Class Archetype Feature\r\n|20|+6|20||Ability Score Improvement","tags":"","templateId":"25","blockId":"375477","isShared":"on"}