Gunslinger

Hit Points

Hit Dice: 1d10 per Gunslinger level

Hit Points at 1st level: 10 + your Constitution modifier.

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Gunslinger level after 1st

Proficiencies

Armor: Light armor, medium armor

Weapons: Simple weapons, Crossbows, Firearms

Tools: Tinker's Tools, Thieves Tools

Saving Throws: Dexterity, Constitution

Skills: Choose two: Acrobatics, Athletics, History, Insight, Perception, Sleight of Hand, Speech, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted to you by your background:

Maneuvers

This class grants you maneuvers, see Chapter 12: Maneuvers for more information.

Gunsmith

At 1st level, you’ve learned the art of gunsmithing. You learn three modifications. You can add these modifications to your firearms, increasing their functionality. The number of guns you can have modified at one time is 2, and increases as you gain levels in this class.

During a short or long rest, you can remove, add, or swap a number of modifications that you know between your guns equal to your proficiency bonus. For example, during a rest, a level 5 gunslinger with a proficiency bonus of +3 could swap the Heavy Caliber modification for the Sights modification, and then add both the Silencer and Rubber Bullets modifications to their gun.

You learn two more modifications at levels 5, 9, 11, and 15. You can modify up to 3 guns at once starting at 9th level, up to 4 guns at 11th level, and up to 5 guns at level 18.

Whenever you level up in this class, you can swap one learned modification for another modification.

Salvager

At 1st level, you've learned to salvage your broken weapons. When your gun misfires in combat and you fail the tinker's tool check to repair it, it no longer costs any gold or materials to fix the weapon out of combat.

Shooting Styles

At 2nd level, you’ve developed a particular style of shooting. Choose one of the options below. You can’t choose the same Shooting Style again, even if you later get to choose another.

Gunslinging. You gain a +1 bonus to attack rolls you make with firearms, and a +1 to damage rolls with firearms.

Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense. While you are wearing armor, you gain a +1 bonus to AC

Devastator. When you roll a 1 or a 2 on a damage die for a firearm with the two-handed or heavy property, you can reroll that die, though you must take the new roll.

Two Pistol Shooting. When you engage in two weapon fighting while using firearms, you can choose which weapon to use for each attack, as long as each weapon is used at least once. Also, whenever you reload, you can reload up to two firearms at once.

Gunslinger Subclass

At 3rd level, you choose an archetype gunslinging that sets you apart from the others. You choose either: Deadeye, Inventor, or Quickshot.

The archetype you choose grants you features at 3rd level, and again at 7th, 10th, 15th, and 18th level.

Ability Score Increase

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two ability scores by 1. You can also forgo an ASI to learn an additional 2 modifications for your gun, or to increase the amount of guns you can have modified at once by 1.

Extra Attack

Beginning at 5th level, you can attack twice instead of once when you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class.

Enhanced Firearms

Beginning at 6th level, your modified guns count as magical for the purposes of overcoming resistances.

Master Modifier

At 13th level, pick one of your guns. Write down the gun and all of it's current modifications. You make detailed blueprints of the weapon, allowing you to craft a replica of the gun and all of its modifications in just 10 minutes of work. You can update these blueprints whenever you gain a level.

If the gun is magical or some kind of special gun (DM's discretion), you cannot make a replica of it, but can use these 10 minutes to repair it.

Arsenal

At 17th level, you have mastered using many different types of firearms. You learn an additional option from the Shooting Styles feature.

Master Smith

At 20th level, you are the pinnacle of gunsmithing. You learn one of the pinnacle modifications, and it does not count against your number of modifications known.