{"name":"Gunslinger","overview":"","hit_dice":"1d8 per gunslinger level","hit_points_at_1st_level":"8 + your Constitution modifier","hit_points_at_higher_levels":"1d8 (or 5) + your Constitution modifier per Gunslinger level after 1st","armor_proficiencies":"Light armor","weapon_proficiencies":"Simple weapons, simple firearms, martial firearms","tools":"Gunsmithing kit, one type of gaming set","saving_throws":"Dexterity, Charisma","skills":"","starting_equipment":"You start with the following equipment, in addition to the equipment granted to you by your background:\r\n\r\n- Leather armor with a longcoat\r\n- A dagger and (a) a handgun and 20 bullets or (b) a revolver and 10 bullets\r\n- Any two-handed firearm that isn\u2019t heavy and 30 bullets or shells\r\n- (a) an explorer\u2019s pack or (b) one kit you're proficient with","spellcasting":"","class_features":"[b][h2][b]Fighting Style[\/b][\/h2]\r\n[\/b]\r\nYou adopt a particular style of gunfighting as your specialty. Choose one of the following options. You can\u2019t take a Fighting Style option more than once, even if you later get to choose again.\r\n[b]Akimbo.[\/b] When you engage in two-weapon fighting with firearms, you do not take a penalty to the damage of the second attack.\r\n[b]Bullseye.[\/b] You gain a +2 bonus to attack rolls you make using rifles. This effect does not stack with the Archery fighting style.\r\n[b]Duelist.[\/b] While you are wielding a one-handed firearm, and nothing in the other hand, if you make a weapon attack and exceed the target's AC by 5 or more, you deal an additional die of weapon damage. You can only use this ability once per round.\r\n[b]Shotgunner.[\/b] When you hit with a scatter firearm, you can reroll the lowest damage die, and you must use the new roll, even if the new roll is worse than the original.\r\n\r\n[h2][b]Quick Draw[\/b][\/h2]\r\nGunslingers have twitch reflexes, and can pull a gun in the blink of an eye. You have advantage on initiative rolls. Additionally, you can draw or stow up to two weapons when you roll initiative and whenever you take an action on your turn.\r\n\r\n[h2][b]Critical Shot[\/b][\/h2]\r\nAt 2nd level, your firearm attacks score a critical hit on a roll of 19 or 20.\r\nStarting at 9th level, your firearm attacks score a critical hit on a roll of 18 to 20, and at 17th your firearm attacks score a critical hit on a roll of 17 to 20.\r\n\r\n[h2][b]Poker Face[\/b][\/h2]\r\nStarting at 2nd level, you have advantage on ability checks and saving throws made to prevent others from sensing your motives, perceiving your emotions, or reading your thoughts\r\n\r\n[h2][b]Risk[\/b][\/h2]\r\nBy 2nd level, you can perform incredible feats of daring that are fueled by special dice called risk dice.\r\nRisk Dice. You have four risk dice, which are d8s. You gain additional risk dice, and your risk dice change as you gain levels in this class, as shown in the Risk Dice column of the Gunslinger table. You regain all expended risk dice when you take a long rest.\r\nUsing Risk Dice. Once on each of your turns, you can expend a risk die to perform a Deed of your choice. Your deed options are detailed at the end of the class description.\r\nSaving Throws. Some of your deeds require your target to make a saving throw to resist the deed\u2019s effects. The saving throw DC is calculated as follows:\r\n\r\nDeed save DC = 8 + your proficiency bonus + your Dexterity modifier\r\n\r\n[h2][b]Gunslinger\u2019s Creed[\/b][\/h2]\r\nBy the time gunslingers reach 3rd level, they embrace a way of living known as their creed, which guides their judgments and their unique brand of gunslinging. Your choice grants you features at 3rd level and again at 7th, 10th, and 14th level.\r\n\r\n[h2][b]Ability Score Improvement[\/b][\/h2]\r\nWhen you reach 4th level, and again at 8th, 12th, 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\u2019t increase an ability score above 20 using this feature.\r\n\r\n[h2][b]Extra Attack[\/b][\/h2]\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\n[h2][b]Gut Shot[\/b][\/h2]\r\nStarting at 6th level, whenever you score a critical hit on a Large or smaller creature using a firearm, the target of that attack is incapacitated until the beginning of your next turn. Elementals, oozes, and undead are immune to this effect.\r\n\r\n[h2][b]Evasion[\/b][\/h2]\r\nBeginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a 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\r\n[h2][b]Mankiller[\/b][\/h2]\r\nAt 11th level, when you take the Attack action on your turn, you can add your ability score modifier to firearm damage rolls.\r\n\r\n[h2][b]Dire Gambit[\/b][\/h2]\r\nStarting at 13th level, whenever you score a critical hit, you regain one expended risk die.\r\n\r\n[h2][b]Cheat Death[\/b][\/h2]\r\nBy 15th level, you have a knack for escaping the reaper. When you would be reduced to 0 hit points, you can use your reaction and expend one risk die to avoid being incapacitated and instead be reduced to a number of hit points equal to the number rolled on the die.\r\nOnce you use this ability, you must finish a short or long rest before using it again.\r\n\r\n[h2][b]Maverick[\/b][\/h2]\r\nBy at 18th level, you are unshakable. You have advantage on Constitution checks and saving throws.\r\n\r\n[h2][b]Head Shot[\/b][\/h2]\r\nAt 20th level, when you score a critical hit against a creature using a firearm, you can choose for this shot to be a head shot. If the creature has less than 100 hit points, it dies. Otherwise, it takes 10d10 additional damage. Elementals, oozes, and creatures which lack nervous systems or vital organs take no additional damage from this ability.\r\nOnce you use this ability, you must finish a short or long rest before using it again.","subclass_options":"","table_data":"Level | XP | Abilities | Risk Dice\r\n1 | 0 | Fighting Style, Quick Draw | 4d8\r\n2 | 300 | Critical Shot, Poker Face, Risk | 4d8\r\n3 | 900 | Gunslinger\u2019s Creed | 4d8\r\n4 | 2,700 | Ability Score Improvement | 4d8\r\n5 | 6,500 | Extra Attack | 4d8\r\n6 | 6,500 | Gut Shot | 5d8\r\n7 | 14,00 | Creed Feature, Evasion | 5d8\r\n8 | 23,000 | Ability Score Improvement | 5d8\r\n9 | 34,000 | Critical Shot improvement | 5d8\r\n10 | 48,000 | Creed Feature | 5d10\r\n11 | 64,000 | Mankiller | 5d10\r\n12 | 85,000 | Ability Score Improvement | 5d10\r\n13 | 100,000 | Dire Gambit | 5d10\r\n14 | 120,000 | Creed Feature | 6d10\r\n15 | 140,000 | Cheat Death | 6d10\r\n16 | 165,000 | Ability Score Improvement | 6d10\r\n17 | 195,000 | Critical Shot improvement | 6d10\r\n18 | 225,000 | Tactical Display improvements | 6d12\r\n19 | 265,000 | Ability Score Improvement | 6d12\r\n20 | 6,50 | Sentinel's Path feature | 6d12","jsondata":"","tags":"","isShared":"on","templateId":"5460","blockId":"677920","world":"9aa59040-a739-4d37-a799-49bcd6445bcc","folder":""}