Fighter
Base Class: Fighter

Gunslingers are bounty hunters and outlaws that use their expertise to hunt and track their enemies for coin, using their marksmanship skills to bring down their prey. Some gunslingers work by a personal code that defines what they will or will not do for money, while others have no scruples in who or what they hunt.

Firearm expert

Upon choosing this archetype at 3rd level, you gain proficiency with Firearms and Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.

Firearm Superiority

When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms fueled by special dice called grit dice.

Trick Shots. You learn three trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. You can use only one trick shot per attack. When you finish a long rest, you can spend 1 hour to practice a new trick shot. After the hour, you can unlearn one trick shot and add a new trick shot from the list.  

You learn two additional trick shot of your choice at 7th, 10th, 15th, and 18th level.

Grit Dice. You have four grit dice, which are d8. A grit die is expended when you use it. You regain 1 expended grit die each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.

You gain another grit die die at 7th level and one more at 15th level.

Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:

   Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier

Trick Shots

These trick shots are presented below.

Ambush

When you make a Dexterity (Stealth) check or an initiative roll, you can expend one grit die and add the die to the roll, provided you aren’t incapacitated.

Back off

When you make a firearm attack against a creature, you can expend one grit die to force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you, add grit die to the damage roll.

Bullseye

When you make a firearm attack against a creature, you can expend one grit die to gain advantage on the attack roll, add grit die to the damage roll.

Clip the Wings

When you make a firearm attack against a creature, you can expend one grit die to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Dexterity saving throw or be knocked prone, add grit die to the damage roll.

Coming through

When you make a firearm attack against a creature, you can expend one grit die to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire, add grit die to damage rolls for all creatures.

Drop it

When you make a firearm attack against a creature, you can expend one grit die to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you in any direction of your choice.

Empty the Barrel

When you make a firearm attack against a creature, you can expend one or more grit dice to enhance the volatility of the attack. For each grit die expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll all the grit dice expended to the damage roll.

Fear me

When you hit with a firearm attack, you can expend one grit die and the target must make a Wisdom saving throw. On failure, it is frightened of you until the end of your next turn, add grit die to the damage roll.

In your face

When you make a firearm attack against a creature, you can expend one grit die to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn, add the grit die to the damage roll.

Loud and clear

When you hit a target with a firearm attack, you can expend one grit die and force the target to make a Constitution saving throw. On a failure, the creature is deafened until the end of its next turn, add grit die to the damage roll.

Rapid fire

You can spend one grit die and make a firearm attack as a bonus action, add grit die to the damage roll.

Return Fire

When a creature misses you with an attack, you can use your reaction and expend one grit die to make a firearm attack against it. Add the grit die to the damage roll.

Ricochet

When you attempt to attack a target behind total cover, you can expend one grit die and make the bullet ricochet to hit the target, provided you must be aware of which space the target occupies and the target is not completely hidden from you, add grit die to the damage roll.

Try hit me

When you hit with a Firearm attack, you can expend 1 grit die and the target must make Wisdom saving throw. On failure, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn, add the grit die to the damage roll.

Draw first and Die hard

At 7th level, you get quicker and tougher in a combat.

Draw first. You can add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.

Die hard. When you fail a death saving throw, you can expend one grit die to roll and add the number to the final roll. Once you use this ability, you cannot use it again until you finish a long rest.

Quick fix and load

At 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit die to attempt to repair a misfired (but not broken) firearm as a bonus action. You ignore the loading property of any firearm.

Deadly Marksman

At 15th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.

Bleed to death

At 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn. Your firearm attacks score a critical hit on a roll of 18-20, and you regain a grit point on a roll of 18 or 19 or 20 on a d20 attack roll.

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