Base Class: Fighter
Ever since the first muskets and pistols entered the common consciousness on Yrroh, there have been those that have coveted full mastery of these weapons. A warrior who focuses on the ability to craft and utilize the most powerful of ranged weapons is called a gunslinger.
Bonus proficiencies
At 3rd level you gain proficiency in firearms and tinker's tools. In addition, you can craft ammunition by spending 5 sp and an hour per 20 shots.
Trick Shot
At 3rd level, you learn to apply devastating trick shots to your firearm attacks. When you gain this feature, you learn two Trick Shot options of your choice (see "Trick Shot Options" below).
Once per turn when you make an attack with your firearm as part of the [action]Attack[/action[ action, you can apply one of your Trick Shot options to that attack. You decide to use the option when the attack hits the creature, unless the option doesn't involve an attack roll. You have two uses of this ability, and you regain all expended uses when you finish a short or long rest.
You gain an additional Trick Shot option when you reach certain levels in this class: 7th, 10th, 15th and 18th level.
Quickdraw
When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as part of your move on a single turn. Alternatively, you can draw both a firearm and another weapon as part of your move on a single turn.
Barrage
Starting at 10th level, you can take advantage of the overwhelming power of your shots. When you score a critical hit on an attack with a firearm, you regain one use of your Trick Shot.
Vicious Intent
Starting at 15th level, you've become even better at exploiting weak points with your weapons. You score a critical hit on attacks made with a firearm on a 19 or 20. Additionally, when you score a critical hit you now regain both uses of your Trick Shot.
Hemorrhaging Critical
Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the attack's damage at the end of its next turn.
Trick Shot Options
The Trick Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order.
If an option requires a saving throw, your Trick Shot save DC equals 8 + your proficiency bonus + your Dexterity modifier.
Bullying Shot
You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. When you hit a creature with an attack with your firearm, it must make a Wisdom saving throw or be Frightened of you until the end of its next turn.
Dazing Shot
When you make a firearm attack against a creature, you can attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attack rolls until the end of your next turn.
Deadeye Shot
When you make a firearm attack against a creature, you gain advantage on the attack roll.
Disarming Shot
When you make a firearm attack against a creature, you can expend 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.
Forceful Shot
When you make a firearm attack against a creature, you can attempt to trip them up and 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.
Piercing Shot
When you make a firearm attack against a creature, you can attempt to fire through multiple opponents. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a 1 foot wide line directly behind the target within the short range of your firearm.
Violent Shot
When you make a firearm attack against a creature, you can expend one or both of your Trick Shot uses. Your attack does an additional of your firearm's damage dice per Trick Shot used.
Winging Shot
When you make a firearm attack against a creature, you can attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
Previous Versions
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