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.

  • 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 Honourable Duel. 

Honourable Duel

As a Bonus Action, make a Charisma (Persuasion) check contested by the target's Wisdom (Insight). On success the target has disadvantage on attacks that do not target you for 1 minute or until you use this feature again.

Shoot first, ask questions later

You have +3 to your initiative. You have advantage on Charisma (Intimidation) checks against creature you have fired your gun at.

Magic Shot

At 9th level, your guns/bullets count as magical weapons for purposes of overcoming resistance/immunity to non-magical damage.

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. 

Quick Shot

At 17th level, you have learned to make quick reactions with your guns. When attacked by a creature, you can use your reaction to make a ranged attack against them. Hit or miss they have disadvantage on the triggering attack. 

Previous Versions

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