{"name":"Gunslinger","overview":"Whether you are a lone wolf fixing your tainted path or the one holding your party together you have always been skilled with a firearm. Most firearms are easily for you to comprehend as soon on this path you will be able to make them yourself. With weapons of this caliber you tend to throw stealth out the window however no one is a better shot.","hitdice":"d8","hitpointsfirstlevel":"8 + Constitution modifier","hitpointsathigherlevels":"1d8 + Constitution modifier per Gunslinger level after 1st","armorproficiencies":"Light and Medium amour","weaponproficiences":"Martial weapons","tools":"Tinkers Tools","savingthrows":"Dexterity, Constitution ","skills":"Choose two Acrobatics, Insight, Intimidation, Perception, Sleight of Hand ","equipment":"One firearm clear with the dm\r\n[br]\r\n20 rounds of ammunition\r\n[br]Leather Or Padded amour\r\n[br]Dagger or Shortsword","spellcasting":"No Spellcasting\r\n[br]Firearm Properties\r\nCan\u2019t duel wield unless you have Run and Gun\r\nReload\r\nYou can shoot a gun a number times equal to its reload score then use an action to reload it.\r\nMisfire\r\nWhen making an attack role with a weapon if you roll a number equal or lower than the weapons misfire score then the attack misses and you must spend an action to fix the weapon by making a dc 8 + misfire score with tinkers tools. On a failure the weapon must be fixed put of combat for a 1\/4 of the total cost. Someone not proficient in a gun has the misfire score increase by 1","features":"Specially Trained 1st\r\nYou gain proficiency in two firearms of your choice at 10th level you can choose a third to be proficient in.\r\n[br]Steady Aim 1st\r\nIf you don\u2019t move on this turn and use bonus and action to attack you can add this damage to all hits from a gun you are proficient in.\r\nLvl Damage\r\n1-4 2d4\r\n5-8 3d4\r\n9-12 4d4\r\n13-16 5d4\r\n17-20 6d4 \r\n[br]Professional Shooter 2nd\r\nNo disadvantage when enemy is prone or melee range. \r\n[br]\r\nComplete Understanding 2nd\r\nAdd half your proficiency (rounded down) to hit (so 1 and a half your proficiency to hit if already proficient) and to damage when using any gun.\r\n\r\nGun Mastery 3rd\r\nChoose a subclass\r\n\r\nExtra Attack 5th\r\nYou get a second attack per attack action you can also reload with one of your attacks\r\n\r\nGun Smith 10th\r\nLearn to build a bullet or gun by dissecting that item which destroys such item and takes 10 hours of down time. Allows to craft at half cost.\r\n[br]Not Luck, Skill 13th\r\nIf you have a disadvantage on an attack you can choose to make it a -5 to your roll instead of disadvantage.\r\n[br]Lightning Reload 17th\r\nYou can reload as a bonus action.\r\n[br]Dirty Duelist 20th\r\nWhen a ranged attack (projectile) is made against you, you can choose to evade it completely but this decision must be made before the dm tells you hit or miss and you get a number of these equal to your Constitution modifier. All regained during a short rest","subclasses":"Sniper\r\nAll of these abilities require at two handed gun with a min range of 100ft.\r\n[br]Not Twice 3rd\r\nIf you miss a shot and hit your next shot will using steady aim add 2d4 at 8th 3d4 at 14th 4d4.\r\n[br]\r\nNocturnal Aim 7th\r\nCan fire without disadvantage in dim or no light.\r\n\r\nUltimate Accuracy 12th\r\nUse both of your attacks and don\u2019t move to crit if you hit and you can double crit if you roll a 20 while using this ability (can be comboed with steady aim).\r\n[br]Self Defense 15th\r\nWhenever someone enters your melee range you can use a sidearm or dagger to make one attack as a reaction.\r\n[br]Run and Gun\r\nAll of these abilities require a one handed gun or two light guns\r\n\r\nDuel Draw 3rd\r\nWhile dual wielding you can attack once as a bonus without proficiency. If using an attack to reload you can reload both guns with this one reload. (Complete Understanding applies to both guns)\r\n\r\nMoving Deadeye 7th\r\nYou can use steady aim and still use half of your movement.\r\n[br]Let it Loose 12th\r\nWhen using your action and bonus action to attack you can make four attacks two without proficiency (steady aim does not count, neither does hit and run).\r\n\r\nHit and Run 15th\r\nWhen using the attack action you can dash as a part of it.\r\n\r\nCowboy\r\nAll of these abilities require a one handed weapon with a free hand\r\n\r\nBlood Bullets 3rd\r\nIf you get a kill with the last shot in the mag you get to reload as a free action.\r\n\r\nFan the Hammer 7th\r\nYou can fire all rounds in a mag (max 6) as an action after doing this your misfire score increases by 2 until you clean it during a short or long rest (no steady shot). While using this ability you the range becomes 15\/30 and all targets have to be within 5ft of each other.\r\n\r\nRicochet 12th\r\nOnce per turn if you miss a shot, roll a d100 if you roll your level or below, the shot hits.\r\n\r\nQuick Draw 15th\r\nIf you see a target(s) before initiative starts and they have a higher initiative then you, you can take one shot at each of them. (Once per fight).","tabledata":"Lvl   Proficiency  Steady Aim  Features\r\n1st.                                \r\n2nd\r\n3rd\r\n4th\r\n5th\r\n6th\r\n7th\r\n8th\r\n9th\r\n10th\r\n11th\r\n12th\r\n13th\r\n14th\r\n15th\r\n16th\r\n17th\r\n18th\r\n19th\r\n20th","tags":"","isShared":"on","templateId":"25","blockId":"861773","world":"cf608e94-cb11-4ac2-a2de-0a07417b2d99","folder":""}