Deadeye

Some gunslingers train their aim, becoming expert marksmen. They are able to hit any target with ease, and hit vital spots in their opponents to cause maximum damage. Deadeye gunslingers typically use long range, slow firing but hard hitting weapons. A deadeye's precision is a force to be reckoned with.

Focused Fury

At 3rd level, you can focus before making a shot, honing your aim. If you have not moved on your turn, you can spend 1 exertion point to make your next attack roll with a firearm with advantage. Your critical hit range is also increased by 1 for this shot. Any subsequent shots on your turn can be made with advantage and the expanded critical hit range by spending another exertion per shot. After you use this, your speed becomes 0 until the end of your current turn.

Additionally, whenever your score a critical hit with a firearm, you regain an exertion point.

Vital Shot

At 7th level, you can target weak spots in your enemies. Whenever you hit an attack with a firearm, you can spend 2 exertion points to cause one of the following effects:

Blinding Shot. You hit the target near the eyes, causing blood to cloud their vision. The target has disadvantage on it's next attack roll.

Disorienting Shot. You hit the target near the ear, causing them to become disoriented. The target cannot make attacks of opportunity.

Crippling Shot. You hit the target in the leg, causing their movement to worsen the pain. If the target moves on it's next turn, it suffers 5 piercing damage for every 10 feet it moves.

Disarming Shot. You hit the object in the targets hands, potentially causing them to drop what they are holding. As part of the same attack, you can make a disarming attack against the creature.

Steady Aim

At 10th level, once per round you may add your wisdom modifier to the attack roll you make with a firearm. This can be done after you make the attack roll, potentially turning a miss into a hit.

Deadeye

At 15th level, when you hit an attack with a firearm, you can choose to make it a critical hit. Once you do so, you cannot do so again until you finish a short or long rest. If you use this feature, you do not regain an exertion point for scoring a critical hit. You may also spend 6 exertion points to do so again when you have no uses of this feature remaining.

Hemorrhaging Critical

At 18th level, whenever you score a critical hit against an enemy with a firearm, the target suffers additional damage equal to half your level (rounded down).