Gunslinger. Being within 5 feet of a hostile creature doesn’t impose disadvantage on the Gunslingers ranged attack rolls with a firearm. In addition, it ignores half cover and three-quarters cover when making ranged attacks with a firearm.
Steady Aim. The Gunslinger can give itself advantage on its next attack roll on the current turn. It can use this bonus action only if it hasn't moved during this turn, and after it uses the bonus action, its speed is 0 until the end of the current turn.
Hair Trigger. The Gunslinger can attack with its Palm Pistol as a bonus action or reaction.
Auto Loader. (Recharge 4-6) By expending its reaction the Gunslinger can attack twice with any firearm.
Multiattack. The Gunslinger makes two rapier attacks or one attack with a firearm and a second with a palm pistol.
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Palm Pistol. Ranged Weapon Attack: +7 to hit, range 40/160 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Pistol. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Musket. Ranged Weapon Attack: +7 to hit, range 120/480 ft., one target. Hit: 10 (1d12 + 4) piercing damage.
Blunderbuss. Ranged Weapon Attack: +7 to hit, range 15/60 ft., one target. Hit: 12 (2d8 + 4) piercing damage.
Comments