{"name":"Gunslinger","overview":"A gunslinger\u2019s explosive lifestyle lends well to wandering\r\nand adventuring. Gunslingers will often shoot first and ask\r\nquestions later, an attitude which earns them few friends\r\nand bountiful enemies. In their travels, most gunslingers are\r\nsecretive and take lengths go unnoticed, lest they be spotted\r\nby old foes with scores to settle.\r\nYet, their skills are not unneeded. Anyone requiring\r\nprotection or revenge of their own can count on a\r\ngunslinger to be in need of an odd job when they roll into\r\ntown. After all, skill with a gun is always in demand\r\nsomewhere.","hit_dice":"d8","hit_points_at_1st_level":"8+Con","hit_points_at_higher_levels":"1d8+Con","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":"Two from: Animal Handling, Athletics, Acrobatics,\r\nInsight, Intimidation, Deception, Perception, tech, Persuasion,\r\nand Sleight of Hand","starting_equipment":"","spellcasting":"SpellSlingers only\r\n\r\n\r\n[h2]Spellcasting[\/h2]\r\nWhen you reach 3rd level, you complement your bullets\r\nwith the ability to cast spells.\r\nCantrips. You learn finger guns and one other cantrip of\r\nyour choice from the wizard spell list. You learn an\r\nadditional wizard cantrip of your choice at 10th level.\r\n\r\n[b]Spell Slots.[\/b] The Spellslinger Spellcasting table shows\r\nhow many spell slots you have to cast your spells of 1st\r\nlevel and higher. To cast one of these spells, you must\r\nexpend a slot of the spell\u2019s level or higher. You regain all\r\nexpended spell slots when you finish a long rest.\r\n\r\n[b]Spells Known of 1st-Level and Higher. [\/b]You know three\r\n1st-level wizard spells of your choice, two of which you\r\nmust choose from the abjuration and evocation spells on\r\nthe wizard spell list.\r\nThe Spells Known column of the Spellslinger\r\nSpellcasting table shows when you learn more wizard\r\nspells of 1st level or higher. Each of these spells must be an\r\nabjuration or evocation spell of your choice, and must be of\r\na level for which you have spell slots. For instance, when\r\nyou reach 7th level in this class, you can learn one new\r\nspell of 1st or 2nd level.\r\nThe spells you learn at 8th, 14th, and 20th level can\r\ncome from any school of magic.\r\nWhenever you gain a level in this class, you can replace\r\none of the wizard spells you know with another spell of\r\nyour choice from the wizard spell list. The new spell must\r\nbe of a level for which you have spell slots, and it must be\r\nan abjuration or evocation spell, unless you\u2019re replacing the\r\nspell you gained at 8th, 14th, or 20th level.\r\n\r\n[b]Spellcasting Ability.[\/b] Intelligence is your spellcasting\r\nability for your wizard spells, since you learn your spells\r\nthrough study and memorization. You use your Intelligence\r\nwhenever a spell refers to your spellcasting ability. In\r\naddition, you use your Intelligence modifier when setting\r\nthe saving throw DC for a wizard spell you cast and when\r\nmaking an attack roll with one.\r\n\r\n[b]Spell save DC [\/b]= 8 + your proficiency bonus + your\r\nIntelligence modifier\r\n\r\n[b]Spell attack modifier[\/b] = your proficiency bonus + your\r\nIntelligence modifier\r\n\r\n[table]\r\n[tr]\r\n[th]1[\/th]\r\n[th]1[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n\r\n\r\n[table]\r\nLevelCantrips KnownSpells Known1234\r\n[tr]\r\n3232\r\n[td]---[\/td]\r\n[td]---[\/td]\r\n[td]---[\/td][\/tr]\r\n[tr][td]4[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]---[\/td]\r\n[td]---[\/td]\r\n[td]---[\/td][\/tr]\r\n[tr][td]5[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]---[\/td]\r\n[td]---[\/td]\r\n[td]---[\/td][\/tr]\r\n[tr][td]6[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]---[\/td]\r\n[td]---[\/td][\/tr]\r\n[tr][td]7[\/td]\r\n[td]2[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]---[\/td]\r\n[td]---[\/td][\/tr]\r\n[tr][td]8[\/td]\r\n[td]2[\/td]\r\n[td]6[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]---[\/td]\r\n[td]---[\/td][\/tr]\r\n[tr][td]9[\/td]\r\n[td]2[\/td]\r\n[td]6[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]---[\/td]\r\n[td]---[\/td][\/tr]\r\n[tr][td]10[\/td]\r\n[td]3[\/td]\r\n[td]7[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]---[\/td]\r\n[td]---[\/td][\/tr]\r\n[tr][td]11[\/td]\r\n[td]3[\/td]\r\n[td]8[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]---[\/td]\r\n[td]---[\/td][\/tr]\r\n[tr][td]12[\/td]\r\n[td]3[\/td]\r\n[td]8[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]---[\/td][\/tr]\r\n[tr][td]13[\/td]\r\n[td]3[\/td]\r\n[td]9[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]---[\/td][\/tr]\r\n[tr][td]14[\/td]\r\n[td]3[\/td]\r\n[td]10[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]---[\/td][\/tr]\r\n[tr][td]15[\/td]\r\n[td]3[\/td]\r\n[td]10[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]---[\/td][\/tr]\r\n[tr][td]16[\/td]\r\n[td]3[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]---[\/td][\/tr]\r\n[tr][td]17[\/td]\r\n[td]3[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]---[\/td][\/tr]\r\n[tr][td]18[\/td]\r\n[td]3[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td][\/tr]\r\n[tr][td]19[\/td]\r\n[td]3[\/td]\r\n[td]12[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td][\/tr]\r\n[tr][td]20[\/td]\r\n[td]3[\/td]\r\n[td]13[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td][\/tr][\/table]\r\n[table][tr][td][\/td][\/tr][\/table]","class_features":"[b]Fighting Style[\/b]\r\nYou adopt a particular style of gunfighting as your\r\nspecialty. Choose one of the following options. You can\u2019t\r\ntake a Fighting Style option more than once, even if you\r\nlater get to choose again.\r\n\r\n[i]Akimbo[\/i]. When you engage in two-weapon fighting with\r\nfirearms, you do not take a penalty to the damage of the\r\nsecond attack.\r\n\r\n[i]Bullseye.[\/i] You gain a +2 bonus to ranged attack rolls\r\nyou make using firearms. The weapon must have the\r\nSighted property or have a normal range of 80 feet or\r\nlonger to gain this effect. This effect does not stack with the\r\nArchery fighting style.\r\n\r\n[i]Duelist[\/i]. While you are wielding a firearm in one hand\r\nand nothing in the other, if you make a ranged weapon\r\nattack and exceed the target's AC by 5 or more, you deal an\r\nadditional die of weapon damage. You can only use this\r\nability once per round.\r\n\r\n[i]Shotgunner[\/i]. When you hit with a ranged weapon attack\r\nusing a firearm that has the Scatter property, you can reroll\r\nthe lowest damage die, and you must use the new roll, even\r\nif the new roll is worse than the original.\r\n\r\n\r\n\r\n[b]Quick Draw[\/b]\r\nGunslingers have twitch reflexes and can pull a gun in the\r\nblink of an eye. You have advantage on initiative rolls.\r\nAdditionally, you can draw or stow up to two weapons\r\nwhen you roll initiative and whenever you take an action on\r\nyour turn.\r\n\r\n\r\n\r\n[b]Critical Shot[\/b]\r\nAt 2nd level, your ranged firearm attacks score a critical hit\r\non a roll of 19 or 20.\r\nStarting at 9th level, your ranged firearm attacks score a\r\ncritical hit on a roll of 18 to 20, and at 17th your ranged\r\nfirearm attacks score a critical hit on a roll of 17 to 20.\r\n\r\n\r\n\r\n[b]Poker Face[\/b]\r\nStarting at 2nd level, you have advantage on ability checks\r\nand saving throws made to prevent others from sensing\r\nyour motives, perceiving your emotions, or reading your\r\nthoughts.\r\n\r\n\r\n\r\n[b]Risk[\/b]\r\nBy 2nd level, you can perform incredible feats of daring\r\nthat are fueled by special dice called risk dice.\r\n\r\n[i]Risk Dice.[\/i] You have four risk dice, which are d8s. You\r\ngain additional risk dice, and your risk dice change as you\r\ngain levels in this class, as shown in the Risk Dice column\r\nof the Gunslinger table. You regain all expended risk dice\r\nwhen you take a long rest.\r\nUsing Risk Dice. Once on each of your turns, you can\r\nexpend a risk die to perform a Deed of your choice. Your\r\ndeed options are detailed at the end of the class description.\r\n\r\n[i]Saving Throws[\/i]. Some of your deeds require your target\r\nto make a saving throw to resist the deed\u2019s effects. The\r\nsaving throw DC is calculated as follows:\r\n\r\n[i]Deed save DC[\/i] = 8 + your proficiency bonus + your\r\nDexterity modifier\r\n\r\n\r\n\r\n[b]Gunslinger\u2019s Creed[\/b]\r\nBy the time gunslingers reach 3rd level, they embrace a\r\nway of living, known as their creed, which guides their\r\njudgments and their unique brand of gunslinging. Your\r\nchoice grants you features at 3rd level and again at 7th,\r\n10th, and 14th level.\r\n\r\n\r\n\r\n[b]Extra Attack[\/b]\r\nBeginning at 5th level, you can attack twice, instead of\r\nonce, whenever you take the Attack action on your turn.\r\n\r\n\r\n\r\n[b]Gut Shot[\/b]\r\nStarting at 6th level, whenever you score a critical hit on a\r\nLarge or smaller creature using a firearm, the target of that\r\nattack is incapacitated until the beginning of your next turn.\r\nElementals, oozes, and undead are immune to this effect.\r\n\r\n\r\n\r\n[b]Evasion[\/b]\r\nBeginning at 7th level, you can nimbly dodge out of the\r\nway of certain area effects, such as a red dragon\u2019s fiery\r\nbreath or an ice storm spell. When you are subjected to an\r\neffect that allows you to make a Dexterity saving throw to\r\ntake only half damage, you instead take no damage if you\r\nsucceed on the saving throw, and only half damage if you\r\nfail.\r\n\r\n\r\n\r\n\r\n[b]Mankiller[\/b]\r\nAt 11th level, when you take the Attack action on your\r\nturn, you can add your ability score modifier to firearm\r\ndamage rolls.\r\n\r\n\r\n\r\n[b]Dire Gambit[\/b]\r\nStarting at 13th level, whenever you score a critical hit, you\r\nregain one expended risk die.\r\n\r\n\r\n\r\n[b]Cheat Death[\/b]\r\nBy 15th level, you have a knack for escaping the reaper.\r\nWhen you would be reduced to 0 hit points, you can use\r\nyour reaction and expend one risk die to avoid being\r\nincapacitated and instead be reduced to a number of hit\r\npoints equal to the number rolled on the die.\r\nOnce you use this ability, you must finish a short or long\r\nrest before using it again.\r\n\r\n\r\n\r\n[b]Maverick[\/b]\r\nBy 18th level, you are unshakable. You have advantage on\r\nConstitution checks and saving throws.\r\n\r\n\r\n\r\n[b]Head Shot[\/b]\r\nAt 20th level, when you score a critical hit against a\r\ncreature using a firearm, you can choose for this shot to be\r\na head shot. If the creature has less than 100 hit points, it\r\ndies. Otherwise, it takes 10d10 additional damage.\r\nElementals, oozes, undead, and creatures which lack\r\nnervous systems or vital organs take no additional damage\r\nfrom this ability.\r\nOnce you use this ability, you must finish a short or long\r\nrest before using it again.\r\n\r\n\r\n\r\n\r\n[h1]Deeds[\/h1]\r\n\r\n[b]Bite the Bullet[\/b]\r\nAs a bonus action on your turn, you can expend one risk\r\ndie to gain temporary hit points equal the number rolled on\r\nthe die + your Constitution modifier.\r\n\r\n\r\n[b]Covering Fire[\/b]\r\nWhen you hit a creature with a ranged weapon attack, you\r\ncan expend one risk die as a bonus action to cow the\r\ncreature. Roll the risk die and subtract it from the next\r\nattack roll the creature makes before the start of your next\r\nturn.\r\n\r\n\r\n[b]Dodge Roll[\/b]\r\nYou can expend one risk die as a bonus action to move up\r\nto 15 feet and reload any firearm you are holding. This\r\nmovement does not provoke Opportunity Attacks, ignores\r\ndifficult terrain, and can move you through hostile\r\ncreature\u2019s spaces, as long as you do not end your\r\nmovement there.\r\n\r\n\r\n[b]Limb Shot[\/b]\r\nWhen you hit a creature with a ranged weapon attack, you\r\ncan expend one risk die as a bonus action and aim for one\r\nof its limbs, forcing it to drop one item of your choice that\r\nit\u2019s holding. The target must make a Constitution saving\r\nthrow. On a failed save, it drops the object you choose. The\r\nobject lands at its feet.\r\n\r\n\r\n[b]Skin of Your Teeth[\/b]\r\nWhen an attacker you can see makes an attack roll against\r\nyou, you can expend a risk die as a reaction to dodge out of\r\nharm\u2019s way at the last second. You add the risk die to your\r\nAC against this attack, potentially causing it to miss.\r\n\r\n\r\n[b]Steady Aim[\/b]\r\nOn your turn, you can use a bonus action and expend one\r\nrisk die to double the normal and maximum range for the\r\nnext ranged weapon attack you make.","subclass_options":"[h1]Covert Operative[\/h1]\r\nThey say, 'the pen is mightier than the sword,' and you\r\nbelieve that knowledge is power: the best way to defeat\r\nyour enemies is by stealing what they know and replacing it\r\nwith misinformation. To that end, you have been trained in\r\nthe ways of covert warfare, giving you a broad range of\r\nabilities to complement your fearsome gunnery skills.\r\n\r\n\r\n\r\n[b]Secret Agent Training[\/b]\r\nWhen you adopt this creed at 3rd level, you gain\r\nproficiency in two sets of tools from the following list:\r\ndisguise kit, thieves' tools, vehicles (land), vehicles (water)\r\nand two skills from the following list: Investigation, Sleight\r\nof Hand, Stealth, Survival. You can apply double your\r\nproficiency bonus to any check you make that uses one of\r\nthese tools or skills.\r\n\r\n\r\n\r\n[b]Sneaky Shot[\/b]\r\nAt 3rd level, your training allows you to make attacks on\r\nthe hoof, even in the most intense operations. When you\r\ntake the Dash or Disengage action on your turn, you can\r\nmake a single attack with a firearm as a bonus action.\r\n\r\n\r\n\r\n[b]Fieldcraft[\/b]\r\nStarting from 7th level, your experience in the field gives\r\nyou a number of advantages. You cannot be surprised while\r\nyou are conscious. Additionally, you can use a bonus action\r\nto make a Wisdom (Perception) check to spot hidden\r\ncreatures.\r\n\r\n\r\n\r\n[b]Concealed Gear[\/b]\r\nAlso at 7th level, you gain access to specialized\r\nadventuring gear that can be hidden about your person,\r\neither by being unusually small or by being disguised as\r\nsomething else. Any gear that you are carrying, except for\r\nweapons and armor that are not light, is undetectable by\r\nany casual observer. A creature that attempts to\r\nconduct a thorough search of you must make\r\nan Intelligence (Investigation) check with a\r\nDC equal to 13 + your Intelligence modifier\r\n+ twice your proficiency bonus.\r\n\r\n\r\n\r\n\r\n[b]Risky Mission[\/b]\r\nAt 10th level, you know which risks to take and\r\nwhich to leave alone. You can now expend two risk dice to\r\nperform two deeds within the same turn.\r\n\r\n\r\n\r\n[b]License to Kill[\/b]\r\nStarting at 14th level, whenever you hit with an attack\r\nusing a firearm, you can expend a risk die and add it to the\r\ndamage roll.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Gun Tank[\/h1]\r\n[i]Prerequisite: Strength score 15 or higher[\/i]\r\nBe bigger, be badder, and be tougher, and no man will\r\nstand in your way. You are a living siege engine, a titan of\r\nmuscle, brandishing weapons most men are incapable of\r\nlifting. Armed with these devastating firearms, you wade\r\ninto the field of battle, bombarding and destroying those\r\nfoolish enough to approach you.\r\n\r\n\r\n\r\n[b]Heavy Gunner[\/b]\r\nWhen you select this creed at 3rd level, you can also carry\r\nheavy firearms regardless of their weight.Additionally, you\r\ncan use Strength, rather than Dexterity, for attack and\r\ndamage rolls using heavy firearms, and you can add your\r\nStrength instead of your Dexterity to your Deed Save DC.\r\n\r\n\r\n\r\n[b]Tough as Nails[\/b]\r\nStarting at 3rd level, your hit point maximum increases by\r\n1 and increases by 1 again whenever you gain a level in this\r\nclass.\r\nYou also gain proficiency with medium and heavy\r\narmor.\r\n\r\n\r\n\r\n[b]Thick-Headed[\/b]\r\nAt 7th level, you have advantage on saving throws you\r\nmake against being charmed.\r\n\r\n\r\n\r\n[b]Strong as an Ox[\/b]\r\nStarting at 10th level, your lifting and carrying capacities\r\nare doubled and you have advantage on Strength checks\r\nand Strength saving throws. Additionally, you can ignore\r\nthe Two-Handed property on firearms with which you are\r\nproficient.\r\n\r\n\r\n\r\n[b]Gun Rage[\/b]\r\nAt 14th level, as a bonus action, you can explode into a\r\nfury to destroy lesser men. For the next minute, you have\r\nresistance to bludgeoning, piercing, and slashing damage\r\nand can make one additional attack when you take the\r\nAttack action on your turn. However, for the duration, your\r\nmovement speed is halved and you have disadvantage on\r\nDexterity checks and saving throws.\r\nYour gun rage ends if you use your bonus action to end\r\nit early, take cover, or finish your turn without attacking.\r\nOnce you use this ability, you must finish a short or long\r\nrest before using it again.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Gundead[\/h1]\r\nThe gun is a pure connection between life and death; it is\r\nan object connected to the very soul, for it is can send\r\nanyone to the afterlife with the pull of a trigger. Through a\r\ndark ritual, many a close brush with death, or pact with the\r\nBlack Goddess of Guns herself, your soul has been\r\nshattered into many fragments, placing you in a state\r\nbetween life and death, and allowing you to manipulate\r\ndark powers of the Gun, one shot at a time.\r\n\r\n\r\n\r\n\r\n[b]Gun Soul[\/b]\r\nStarting at 3rd level, your brushes with death have loosened\r\nyour soul, allowing you to enhance your firearm by placing\r\na fragment of your soul into a shot. When you hit with a\r\nranged attack using a firearm, you can use your bonus\r\naction to deal bonus necrotic damage equal to your\r\nproficiency bonus.\r\n\r\n\r\n\r\n[b]Dead Shot[\/b]\r\nAlso at 3rd level, you can shoot a bullet into the heart of a\r\nhumanoid corpse, rousing it from death. You can use this\r\nability as an action, or as a reaction when you reduce a\r\nhumanoid to 0 hit points with a ranged firearm attack,\r\nslaying and reanimating the target with a single bullet. The\r\ncorpse rises as a zombie under your control, as per the\r\nanimate dead spell.\r\nUndead animated by this ability collapse into dust at the\r\nend of your next turn, but last longer as you gain higher\r\nlevels in this class. At 7th level, undead you summon last\r\nfor 1 minute, at 10th level, undead last 10 minutes, and at\r\n14th level, undead last 1 hour.\r\nOnce you use this ability you can't use it again until you\r\nfinish a short or long rest. Beginning at 10th level, you can\r\nuse this ability twice between rests.\r\n\r\n\r\n\r\n[b]Sleep of the Dead[\/b]\r\nBeginning at 7th level, while you remain motionless, you\r\nare indistinguishable from a corpse.\r\n\r\n\r\n\r\n[b]Grave Whisperer[\/b]\r\nAt 10th level, you gain the ability to converse with undead\r\nas if you shared a language with them. In addition, you gain\r\nadvantage on any Charisma checks you make to interact\r\nwith undead creatures that understand a language.\r\n\r\n\r\n\r\n[b]Ghost Bullet[\/b]\r\nBy 14th level, you have become more adept at creating\r\nundead using your soul and are now able to enhance those\r\nthat you raise from the dead. When you animate an undead\r\nusing your Dead Shot feature, the target now rises as a\r\nghoul under your control, but otherwise follows the spell\r\nanimate dead.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[b][h1]Lucky Son of a Gun[\/h1]\r\n[\/b]\r\nSometimes, it's better to be lucky than good; in fact, some\r\ngunslingers find this is their defining characteristic. Lucky\r\ngunslingers engage in some spectacularly dangerous\r\nbehavior, running in unawares, will shooting from the hip,\r\nand mouthing insults whenever they can, but somehow\r\nalways come out unscathed. Fortune favors the bold, after\r\nall.\r\n\r\n\r\n\r\n\r\n[b]Fortune's Favorite[\/b]\r\nStarting when you choose this archetype at 3rd level, you\r\ncan reroll on ability check, attack roll or saving throw. You\r\nchoose to reroll after you roll the die, but before the\r\noutcome is determined. You gain the ability to use this\r\nability an additional time at 7th level (2 times), 10th level\r\n(3 times), and 14th level (4 times) and regain all uses of\r\nthis ability when you finish a long rest.\r\n\r\n\r\n\r\n\r\n[b]Gambling Shot[\/b]\r\nAt 3rd level, once per turn when you make a ranged attack\r\nroll with a firearm, you can chance a risky shot to perhaps\r\ndeal a decisive blow. If you hit, roll for damage as normal\r\nand record the result, but do not deal this damage to the\r\ntarget. Guess if your damage will be higher or lower than\r\nthe recorded number, then roll for damage again. If you\r\nguessed correctly, you can add your gunslinger level to the\r\nsecond damage roll, which is dealt to the target. If you\r\nguess incorrectly, you subtract your level from the damage\r\nroll (to a minimum of 1 damage). If you roll the same\r\ndamage on the second damage roll, you add nothing to the\r\ndamage roll.\r\n\r\n\r\n\r\n\r\n[b]Stylish Reload[\/b]\r\nStarting at 7th level, whenever you spend a risk die, you\r\ncan reload one firearm you're holding without using an\r\naction or bonus action.\r\n\r\n\r\n\r\n\r\n[b]Half-Cocked[\/b]\r\nStarting at 10th level, you have advantage on attack rolls\r\nagainst any creature that hasn't taken a turn in the combat\r\nyet.\r\n\r\n\r\n\r\n\r\n[b]One in a Million Shot[\/b]\r\nBy 14th level, you seem to have a knack for succeeding\r\neven when the odds are at their worst. When you hit with a\r\nranged attack that has disadvantage, you can turn the attack\r\ninto a critical hit. Once you use this ability, you can't use it\r\nagain until you finish a short or long rest.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Pistolero[\/h1]\r\nBullets are power, and you have long believed\r\nthat more bullets equal more power. Your expertise is in\r\ndelivering a hail of deadly fire to pulverize your enemies.\r\nNot every bullet needs to be accurate to make a difference.\r\n\r\n\r\n\r\n\r\n[b]Point Blank Shot[\/b]\r\nStarting at 3rd level, you don't suffer disadvantage from\r\nmaking a ranged attack with a firearm while you are within\r\n5 feet of a hostile creature.\r\n\r\n\r\n\r\n[b]Fan the Hammer[\/b]\r\nAt 3rd level, when you take the Attack action on your turn\r\nto attack with a firearm, you can use your bonus action to\r\nmake two additional firearm attacks with disadvantage.\r\nThese additional attacks always have disadvantage,\r\nregardless of circumstance. This weapon can\u2019t have the\r\nAutomatic or Two-Handed property.\r\nThe number of bonus attacks you can make with\r\ndisadvantage increases as you gain levels in this class. At\r\n10th level, you can make 3 additional attacks and at 14th\r\nlevel you can make 4 additional attacks.\r\n\r\n\r\n\r\n[b]Speed Loader[\/b]\r\nStarting at 7th level, you have mastered the art of quickly\r\nreloading your weapon. On your turn, you can reload a\r\nsingle one-handed firearm without using an action or bonus\r\naction.\r\n\r\n\r\n\r\n[b]Bullet Time[\/b]\r\nAt 10th level, when you make a firearm attack with a one-\r\nhanded firearm on your turn, you can use your bonus action\r\nto gain advantage on the attack roll. Once you use this\r\nability, you can\u2019t use it again until you finish a short or\r\nlong rest.\r\n\r\n\r\n\r\n[b]Swift Vengeance[\/b]\r\nAt 14th level, when you take damage from a creature\r\nwithin 15 feet of you, you can use your reaction to make a\r\nfirearm attack targeting that creature.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Sharpshooter[\/h1]\r\nA well-placed bullet is more powerful than a sword, arrow,\r\nor spell. Indeed, you believe that every violent conflict\r\nshould sound like a single loud crack followed by a long\r\nsilence. Such shots need to be delivered perfectly, even at\r\nrange, for when they are done right, they are as deadly for\r\nthe target as they are stupendous for the audience.\r\n\r\n\r\n\r\n[b]Aim[\/b]\r\nStarting at 3rd level, as a bonus action on your turn, you\r\ncan take the Aim action. When you take this action, your\r\nnext firearm attack suffers no penalty for long range, and\r\nignores half and three-quarters cover.\r\n\r\n\r\n\r\n[b]Eagle Eye[\/b]\r\nAt 3rd level, you can see better from far away. You gain\r\nproficiency in in the Perception skill, if you did not have it\r\nalready, and you can add twice your proficiency modifier to\r\nWisdom (Perception) checks you make that rely on sight.\r\n\r\n\r\n\r\n[b]Camouflage[\/b]\r\nBy 7th level, you\u2019ve learned to expertly conceal yourself\r\nwith foliage and leaves. You can spend one minute to\r\nprepare camouflage for yourself. Until you move, you have\r\nadvantage on Dexterity (Stealth) checks you make to hide\r\namong vegetation.\r\n\r\n\r\n\r\n[b]Utility Shot[\/b]\r\nAt 10th level, you can quickly and precisely shoot objects.\r\nAs an action, you can make a firearm attack targeting a\r\nTiny object within the firearm\u2019s range which isn\u2019t being\r\nworn or carried, such as a rope, chain, belt, wooden rod,\r\ncandle, bottle, or lock. This object is considered to have an\r\nAC of 10. On a hit, a nonmagical object is destroyed\r\ninstantly and a magical object is flung 15 feet away.\r\n\r\n\r\n\r\n[b]Focus[\/b]\r\nStarting at 14th level, whenever you take the Aim action on\r\nyour turn followed by the Attack action, you can choose to\r\nmake only one firearm attack. This attack is made with\r\nadvantage and deals critical damage on a hit.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Spellslinger[\/h1]\r\nMagic and guns aren't so different. If arcane power is like\r\ngunpowder and a spell is like a bullet, you are like a gun,\r\ndirecting your spells with precision at unfortunate targets.\r\nYou mix the disciplines of gun and spell, sometimes\r\nloading arcane charges with your shots and firing streaks of\r\nlighting, frost, or flame in the wake of your bullet.\r\n\r\n\r\n\r\n[b]Spellcasting[\/b]\r\nsee section above\r\n\r\n\r\n\r\n\r\n\r\n[b]Bang, You're Dead![\/b]\r\nAt 3rd level, when you hit a target with the finger guns\r\ncantrip on your turn, you can deal an additional 1d8 force\r\ndamage to that target.\r\n\r\n\r\n\r\n\r\n[b]Spellshot[\/b]\r\nBeginning at 7th level, when you use your action to cast a\r\ncantrip, you can make one ranged attack with a firearm as a\r\nbonus action.\r\n\r\n\r\n\r\n\r\n[b]Runecarved Cartridges[\/b]\r\nAlso at 7th level, firearms you use count as magical for the\r\npurpose of overcoming resistance and immunity to\r\nnonmagical attacks and damage.\r\n\r\n\r\n\r\n[b]Magic Bullet[\/b]\r\nStarting at 10th level, you can use your action to fire a\r\nbullet wreathed in the evocation of a magic missile spell.\r\nThe attack must use a firearm and the target must be within\r\nthe firearm's normal range. Do not roll this attack; it\r\nautomatically hits its target and deals force damage.\r\nOnce you use this ability, you can't use it again until you\r\nfinish a long rest.\r\n\r\n\r\n\r\n\r\n[b]Improved Spellshot[\/b]\r\nAt 14th level, when you use your action to cast a spell, you\r\ncan expend one risk die to make one ranged attack with a\r\nfirearm as a bonus action.\r\nIf the spell requires a spell attack roll, you can choose to\r\nsubstitute the spell attack with a ranged attack using a\r\nfirearm. Add the risk die to the firearm attack. On a hit, the\r\nattack deals normal damage, in addition to the effects of the\r\nspell.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Trick Shot[\/h1]\r\nAccuracy means different things to\r\ndifferent people. For you, true accuracy\r\nisn\u2019t necessarily in hitting a target on the first shot, but\r\nmight include hitting the mark after the bullet bounces\r\naround a dozen times. Your attacks are just as dangerous if\r\nthey miss, or even after hitting their mark, as others are\r\nwhile they\u2019re still in the air.\r\n\r\n\r\n\r\n[b]Creative Trajectory[\/b]\r\nStarting at 3rd level you begin to find ways to make your\r\nbullets travel in unexpected ways. Your firearm attacks\r\nignore half cover.\r\n\r\n\r\n\r\n[b]Ricochet[\/b]\r\nAt 3rd level when you miss with an attack using a firearm\r\nand you do not have disadvantage on the roll, you can use\r\nyour bonus action to reroll the attack roll and you must use\r\nthe new roll. If this causes the attack to hit, the attack only\r\ndeals only half damage.\r\n\r\n\r\n\r\n\r\n[b]Light Footed[\/b]\r\nBy 7th level, you're just as good at escaping from trouble as\r\nyou are getting in to it. You ignore difficult terrain.\r\n\r\n\r\n\r\n\r\n[b]Deft Deflectionist[\/b]\r\nStarting at 10th level, as a reaction when an attacker you\r\ncan see makes a ranged attack roll against you, you can fire\r\na firearm you are holding to deflect the strike. Make an\r\nattack roll. If your attack roll is higher than the attacker's,\r\nthe attack targeting you has disadvantage. You must use\r\nthis feature before you know the outcome of the roll.\r\n\r\n\r\n\r\n\r\n[b]Pinball Shot[\/b]\r\nStarting at 14th level, when you hit a creature with a ranged\r\nfirearm attack, once per turn you can have the bullet\r\nricochet to hit an additional target. The second target must\r\nbe within half the firearm's range of the first target. Make a\r\nseparate attack roll for the second target. You can use this\r\nability a number of times equal to your Dexterity modifier,\r\nand regain all expended uses when you finish a long rest.","table_data":"Level|Prof Bonus|Features|Risk Die\r\n1|+2|Fighting Style, Quick Draw|---\r\n2|+2|Critical Shot, Poker Face, Risk|4d8\r\n3|+2|Gunslingers Creed|4d8\r\n4|+2|Ability Score Improvement|4d8\r\n5|+3|Extra Attack|4d8\r\n6|+3|Gut Shot|5d8\r\n7|+3|Creed Feature, Evasion|5d8\r\n8|+3|Ability Score Improvement|5d8\r\n9|+4|Critical Improvement|5d8\r\n10|+4|Creed Improvement|5d10\r\n11|+4|Mankiller|5d10\r\n12|+4|Ability Score Improvement|5d10\r\n13|+5|Dire Gambit|5d10\r\n14|+5|Creed Feature|6d10\r\n15|+5|Cheat Death|6d10\r\n16|+5|Ability Score Improvement|6d10\r\n17|+6|Critical Improvement|6d12\r\n18|+6|Maverick|6d12\r\n19|+6|Ability Score Improvement|6d12\r\n20|+6|Head Shot|7d12","source":"","jsondata":"","tags":"","isShared":"on","templateId":"5460","blockId":"883319","world":"aea0a961-6183-4cbe-aec0-8b8977315376","folder":"11217"}