Gunslinger (GM Binder) https://www.gmbinder.com/share/-M6fRfBHbEWmEQsH5HQj
hit dice:
1d8 per Gunslinger level
hit points at 1st level:
8 + your Constitution Modifier
hit points at higher levels:
1d8 (or 5) + your Constitution modifier per Gunslinger level after 1st
armor proficiencies:
Light Armor
weapon proficiencies:
Simple Weapons, Crossbows, Simple & Martial Firearms
tools:
Tinker's tools + one other tool of your choice
saving throws:
Dexterity, Intelligence
skills:
Choose two from Acrobatics, Athletics, Sleight of Hand, History, Investigation, Perception, Intimidation, and Survival
starting equipment:
- (a) a Crossbow or (b) one firearm (see appendix A), and 20 pieces of ammunition
- One simple melee weapon
- Leather armor
- (a) a dungeoneer's pack or (b) an explorer's pack
Alternatively, you may start with 5d4 x 10 gold to buy starting equipment.
spellcasting:
class features:
Close Shave
You have an uncanny knack for getting out of the way of ranged attacks. When you are hit by a ranged attack, you can use your reaction to move 5 feet in any direction and gain a bonus to your AC equal to your proficiency modifier against the triggering attack. Instead of moving 5 feet, you can also choose to drop prone.
Firearm Proficiency
You are proficient in the construction, maintenance, and operation of firearms.
Fighting Style
At 1st level, you adopt a certain style of fighting. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Ambidextrous
When you take the attack action with a light ranged weapon that you are holding in one hand, you can use your bonus action to attack with a different light ranged weapon you are holding in your other hand.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Close Quarters Shooter
Being within 5 feet of a hostile creature does not impose disadvantage on your ranged attack rolls. Your ranged attacks ignore half and three-quarters cover against targets that are within 30 feet of you. You have a +1 bonus to attack rolls with ranged attacks.
Exceptional Skill
You learn one trick shot from the Trick Shooter's list of trick shots. Once per rest, you can use this trick shot without spending it's grit cost. Once you have used this trick shot, you can't use it again in this way until you finish a short or long rest.
Nimble Shooter
While you are wearing no armor and not wielding a shield, your AC equals 13 + your Dexterity modifier.]
Rifleman
At the start of your turn, you can reduce your movement speed to 0 to gain a +2 to damage rolls with rifles.
Shotgunner
When you roll a 1 or 2 on a damage die for a ranged attack you make with a shotgun, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of taking the attack you make with the weapon.
In addition, when you hit with a thrown weapon, you gain a +1 bonus to the damage roll.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.
When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can deal this damage to the creature whenever you hit it with a melee attack.
Weaver Stance
While you are wielding a pistol, you can choose to wield it with both hands to steady your aim. While you do so, you gain a +1 bonus to ranged attack and damage rolls made with this weapon.
Grit
Starting at 2nd level, you have a well of unwavering resolve called Grit. In times of extreme stress you have found that you can push yourself beyond your normal limitations, performing acts of incredible skill and perseverance. Your gunslinger level determines the number of grit points you have, as shown in the Grit Points column of the Gunslinger table.
You can spend these points to fuel various class and subclass features. When you spend a grit point, it is unavailable until you finish a short or long rest, at the end of which you regain all expended grit.
Some of your grit features require your target to make a saving throw against the feature's effects. The saving throw DC is calculated as follows:
Grit save DC = 8 + your proficiency bonus +
your Intelligence modifier
Hearty
You can spend 1 grit point to give yourself advantage on a Constitution saving throw.
Hit the Vitals
As a bonus action, you can spend 1 grit point to take a moment and steady your aim, ensuring your shots do more damage. Until the end of the current turn, whenever you hit a creature with a ranged weapon attack with a rifle or a crossbow, you deal additional damage equal to your Intelligence modifier (minimum of 1).
Fan the Hammer
After you take the Attack action on your turn, you can spend 1 grit point to make up to two ranged weapon attacks with a pistol as a bonus action.
Fling
As an action, you can spend 1 grit point to throw up to three ranged weapons in an instant. Make a ranged weapon attack at disadvantage for each.
Run and Gun
You can spend 1 grit point to take the Dash or Disengage action as a bonus action on your turn.
Quick Load
As a bonus action, you can spend 1 grit point to reload a single shell into a shotgun you are holding and immediately make a ranged weapon attack with it.
Steady Hand
You can spend 1 grit point to prevent attacking at long range from imposing disadvantage on your attack rolls until the end of the current turn.
Ground Fighting
Beginning at 2nd level, being prone no longer imposes disadvantage on your ranged weapon attacks.
Gunslinger's Calling
At 3rd level, you are led either by your own choices or by the harsh world around you to follow a Calling which shapes how you approach your craft. Your calling grants you features at 3rd level and again at 6th, 10th, 15th, and 18th levels.
Your calling options are shown here.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Specialist Training
At 4th level, you gain a specialization of your choice. When you gain certain gunslinger levels, you gain additional specializations of your choice, as shown in the Specializations Known column of the Gunslinger table. Additionally, when you gain a level in this class, you can choose one of the specializations you know and replace it with another specialization that you could learn at that level.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, when you take the Attack action on your turn.
Uncanny Dodge
Starting at 7th level, when an attacker that you can see hits you with an attack, you can use your reaction to half the attack's damage against you.
Predictive Shooting
Your ability to anticipate your opponent's next move borders on clairvoyance. Beginning at 9th level, you gain a bonus to all ranged weapon attack rolls equal to your Intelligence modifier (minimum of 1).
Lightning Reload
Beginning at 11th level, as long as you have at least 1 unspent grit point, you can reload a firearm as a bonus action instead of an action.
Additionally, the ranged attack rolls made with the 'fling' Grit option are no longer made at disadvantage.
Unending Resolve
Starting at 13th level, when you have unspent grit points equal to or less than your Intelligence modifier and you score a critical hit against a creature, you regain 1 expended grit point.
Uncowed
At 14th level, when you roll a saving throw, as long as you have at least 1 unspent grit point and are not currently unconscious, you can treat a d20 roll of 9 or lower as a 10.
Devastating Shots
At 17th level, once per turn when you make a ranged weapon attack, you can spend up to 5 grit points to attempt to deal a devastating blow. If the attack hits, it deals additional weapon damage equal to 2d6 for each grit point spent in this way.
True Grit
At 20th level, you can push past all your limits and unleash your true potential for all to see. As a bonus action, you become an unstoppable whirlwind of bullets and blood.
For 1 minute, you gain the following benefits:
You immediately regain up to 4 spent grit points
You reduce all damage taken by an amount equal to your proficiency modifier
The grit cost of all abilities is reduced by 1.
Once you use this feature, you can't use it again until you finish a long rest.
subclass options:
Arcane Gunner
Charlatan
Demolitionist
Desperado
Dustpunk
Gambler
Mage Hunter
Majorette
Maledictor
Marshal
Outlaw
Powder Mage
Preacher
Thief Taker
Trick Shooter