Rogue
Base Class: Rogue

Gunslingers are skilled marksmen who have acquired their skill through hard earned experience rather than official training. Common in high risk environments such as wilderness fringes, lawless towns, and areas prone to monster attacks. Gunslingers value toughness and self-reliance. They choose to live and die by the gun; rather than rely on the absent or impotent authorities. They have established their own code of honour, which they enforce with pistol duels. Some prefer to live by the motto: "shoot first, ask questions later".

Basic Gun Training

Starting when you choose this archetype at 3rd level, you gain proficiency with two types of one-handed firearms, pistols and revolvers, allowing you to add your proficiency bonus to attacks made with them. You also gain proficiency in Tinker's Tools and may use the tools to craft ammunition, repair damaged firearms, or possibly draft and create new ones.

Pistols (cost 120g): have a range of 80/320 ft, deal 1d8 piercing damage on hit, and can fire 3 shots before needing to be reloaded as a Bonus action. If you roll a 1 on the d20 attack roll a pistol will jam, requiring you to spend an action clearing it. Pistols are Light weapons and can be used for dual wielding but you cannot clear or reload while dual wielding.
Revolvers (cost 100g): have a range of 80/320 ft, deal 1d10 piercing damage on hit, and can fire 6 shots before needing to be reloaded as an Action. Revolvers are Light weapons and can be used for dual wielding but you cannot reload while dual wielding.

Gunslinger Code
At 3rd level, choose one code to follow. Evil characters must choose Shoot First, Ask Questions Later. Good characters must choose Honorable Duel.

Clear Shot

At 13th level, you have improved your ability to hit with ranged attacks. You have advantage on ranged attacks against creatures that are not obscured or behind cover and are not within 5ft of any other creature.

Disarming Shot

At 9th level, your skills with a gun have grown and you are now able to aim more precise and can now shoot in ways to possibly make an enemy drop their held items. 

If this shot hits, the target takes normal damage and then must make a STR saving throw. On a fail, the target must drop 1 held item of your choice.

Widow Maker

At 17th level, you have the ability to call a truly deadly shot. This shot is so debilitating that the target must make a Constitution saving throw.  If it fails, the target is reduced to 0 hit points.  If it succeeds, it takes 10d10 necrotic damage.  You can only affect one creature in this manner once per round, and only twice per long rest.

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