Base Class: Fighter
Gunslingers are technologically advanced and hyper-intelligent crafters. Some have incredible influence over the battlefield, shaping entire wars with their bravado. Some are unparalleled terrors at close range, decimating foes with their unflinching resolve. Others are the model of efficiency, lying in wait and killing their targets before they knew there was any danger. Regardless of the gunslinger's preferred method of attack. All are formidable in their own right. Don't cross one, they aren't to be taken lightly.
A gunslinger's weapons are a reflection of them and are their most prized possessions. With their extreme smithing talent, no two are similar, as each one is engraved and crafted to the gunslinger's advantage. As the gunslinger grows more comfortable with their weapons and knowledgable of combat, they become a formidable and deadly force.
Trick Shots
When you choose this archetype at 3rd level, you learn trick shots that are 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 trick shots enhance an attack in some way. You can use only one trick shot per attack.
You learn two additional trick shots of your choice at 7th, 10th, and 15th level. Each time you learn new trick shots, you can also replace the trick shots you know with different ones.
Grit Dice. You have four grit dice, 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.
You gain two more grit die at 7th level and one more at 15th level.
Saving Throws. Some of your trick shots require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Dexterity modifier
Natural Shootist
You gain proficiency with firearms, and you may choose one infusion from lowest level set of infusions. That infusion must go to your two pistols and cannot be applied to anything else.
Trick shots
The trick shots are presented in alphabetical order.
Blinding Shot
When you hit a target with a firearm attack, you can expend on grit point to blind the target. On a successful firearm attack, you may expend a grit point to force a CON save by the target. Should they fail, they become blind for one minute. On the end of each of their turns, they may reroll the CON save and end the effect.
Bullying Shot
When you take the Attack action on your turn, you can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. When you make an attack roll using a firearm, you can spend a Grit to force the target to make a Charisma saving throw against your Skill Shot save DC. On a failure, the creature is frightened until the end of your next turn.
Dazing Shot
When you hit a creature with a firearm attack, you can expend one grit point to attempt to dizzy your opponent. The creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attack rolls until the end of their next turn.
Deadeye Shot
When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.
Evasive Footwork
When you move, you can expend one grit point, rolling the die and adding the number rolled to your AC until you stop moving.
Forceful Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. 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 hit a creature with a firearm attack, you can expend one grit point to attempt to fire through multiple opponents. The creature suffers normal damage and you make an attack roll with disadvantage against every creature in a 15-foot line directly behind the target.
Stunning Shot
When you hit a creature with a firearm attack, you can expend one grit point to attempt to stun the target. When the target is hit, you can expend one grit point to force the target to make a CON save. Should they fail, they are stunned for one minute. They may reroll the CON save at the end of each of their turns to end the effect.
Trick Shot: Disarming Shot
When you hit a creature with a firearm attack, you can expend one grit point 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.
Violent Shot
When you hit a creature with a firearm attack, you can expend one or more grit points to enhance the volatility of the attack. Roll one additional weapon damage die per grit point spent when determining the damage.
Winging Shot
When you hit a creature with a firearm attack, you can expend one grit point to 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.
Desperado Dual Wielder
Starting at 5th level, when you take the Attack action and attack with a one-handed firearm that you're holding in one hand, you can use a bonus action to attack with a different one-handed firearm that you're holding in the other hand. You can also load or reload a firearm without difficulty if your hands are full. You ignore the loading properties of your firearms.
Improved Grit Dice
At 10th level, your grit dice turn into d10s. At 18th level, they turn into d12s.
Sharp Eyes
Starting at 15th level, when you make an attack roll with a firearm, you now land critical hits on a roll of 19-20.
Improved Grit Dice
At 18th level, your grit dice turn into d12s.
Kill in the Blink of an Eye
When combat starts, as long as you aren't surprised, you can draw a firearm and take an Attack action before anyone else even has a chance to roll initiative. No creature can take reactions in response to this special action. Once you have taken this action, every remaining creature, including yourself, rolls initiative and proceeds normally.
Previous Versions
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Posted Oct 11, 2023which infusions would it refer to?