Base Class: Fighter
The advent of black powder weaponry has given rise to a new kind of fighter: the Gunslinger. Firearms are not weapons for the faint of heart, which the gunslinger is anything but. As pioneers of wild frontiers and stalkers of lawless backwater settlements, gunslingers must be prepared for danger at all times. When worst comes to worst, a gunslinger finds it is better to be quick on the draw with a bullet in the chamber, than to be caught with their pants down scrambling for bolts and arrows.
This archetype assumes the rules on firearms in the Dungeon Master's Guide. Consult with your Dungeon Master about the presence of firearms in your campaign.
Firearm Proficiency
3rd-level Gunslinger feature
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms and tinker's tools. The gold and time you spend crafting firearms and ammunition is halved.
Trick Shot
3rd-level Gunslinger feature
You have developed firearm skills beyond just pointing and shooting. When you choose this archetype at 3rd level, you learn trick shots that are fueled by special dice called grit dice.
Trick Shots. Your proficiency and practice with firearms have led you to learn special firearm techniques called trick shots, which are detailed under "Trick Shots" below. Many trick shots enhance an attack in some way. You can only use one trick shot per attack.
Grit Dice. You have a number of grit dice equal to your proficiency bonus, which are d8s. A grit die is expended when you use it. You regain all of your expended grit dice when you finish a short or long rest. As a bonus action, you can regain one expended grit die, but you can't do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your grit die increases: at 10th level (d10), and 18th level (d12).
If you have a superiority die, you can expend it in place of a grit die.
Saving Throws. Some of your trick shots require your target 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
The trick shots are presented in alphabetical order.
Brandish Gun
When you make a Charisma check, you can try to compel a creature by brandishing a firearm or performing a flourish with one. Expend one grit die and add the grit die to the ability check.
Buttstroke
When a creature moves within 5 feet of you, you can use your reaction and expend one grit die to make a melee weapon attack against the creature with the opposite end of your weapon, treating it as an improvised weapon that you are proficient with. You add the grit die to the attack's damage roll. If that attack hits, the creature has disadvantage on the next attack roll it makes before the start of its next turn.
Cheap Shot
When you hit a creature with a firearm attack, you can expend one grit die to strike the target below the waist. You add the grit die to the attack's damage roll, and the target makes a Dexterity saving throw. On a failed save, the target falls prone.
Confounding Shot
When you hit a creature with a firearm attack, you can expend one grit die to daze the target. You add the grit die to the attack's damage roll, and the target makes a Constitution saving throw. On a failed save, the target has disadvantage on all attack rolls it makes until the start of your next turn.
Disarming Shot
When you hit a creature with a firearm attack, you can expend one grit die to strike an object in their grasp. You add the grit die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, the target drops 1 object you choose that it is holding. The object lands at its feet.
Diverting Shot
When another creature you see makes an attack against a target other than you, you can use your reaction to expend one grit die and fire your weapon into the air to distract it. The creature makes its attack with disadvantage, potentially causing the attack to miss.
Fan the Hammer
When you make a firearm attack roll and miss, you expend one grit die to make a desperate attack. Make another attack as part of the same action (or reaction) with disadvantage. You add the grit die to the attack's damage.
Grisly Shot
When you hit a creature with a firearm attack, you can expend one grit die to deal a grievous wound to the target. Add the grit die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, the target takes 1d4 necrotic damage at the start of each of its turns for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending this effect on a success.
Hamper
When a creature makes a melee attack against you, you can use your reaction and expend one grit die to attempt to block the attack with a two-handed firearm that you are wielding. Roll the grit die. Add half the number rolled (rounded up) to your AC for that attack, potentially causing the attack to miss you.
Quickdraw
When you roll initiative, you can expend one grit die to get the jump on a creature. You add the grit die to the initiative rolled, and your first attack against a creature that hasn't taken a turn in combat yet is made with advantage.
Warning Shot
When you make a firearm attack and miss, you can expend one grit die to scare the target. Make a Charisma (Intimidation) check, contested by the target's Wisdom (Insight) check, and add the grit die to your skill check. If you succeed, the target is frightened until end of its next turn.
Fast Hands
7th-level Gunslinger feature
You know your way around a firearm better than most. You ignore the reload quality of firearms. You can also stow a firearm, then draw another firearm as a single object interaction on your turn. You can also draw or stow two one-handed firearms when you would normally be able to draw or stow only one.
Vigilant
10th-level Gunslinger feature
You've learned to expect danger around every corner. You gain proficiency in the Perception skill, and your proficiency bonus is doubled for any ability check you make that uses it.
You also have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
True Grit
15th-level Gunslinger feature
When you roll initiative and have no grit dice remaining, you regain one grit die.
High Noon
18th-level Gunslinger feature
When everything starts to look bleak, you can turn the tide by training a deadly focus on your enemy. When you use your Second Wind feature, you can roll a grit die without expending it. Add the number rolled to the number of hit points regained. Select one creature you can see. You gain advantage on all attack rolls against the creature, and your firearm attacks against it score a critical hit on a roll of 19 or 20. These benefits last for 1 minute or until the target drops to 0 hit points or falls unconscious.
Once you use this feature, you can't use it again until you finish a long rest.
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