Quickshot

Some gunslingers practice their draw, becoming adept at ending fights before their opponents can even react. They are able to draw and fire their weapons with lightning speed, and also shoot their guns at the absolute maximum rate of fire. Quickshot gunslingers typically use smaller weapons that are easier to draw, with larger bullet capacities to compliment their extreme rate of fire.

Quick Draw

At 3rd level, you add your wisdom modifier to your initiative rolls. On your first turn in a combat encounter, you can make an additional attack with a firearm if you take the attack action. You cannot misfire on attacks you make with the attack action on your first turn of combat, and you can reload once as a free action.

Additionally, you can reload as a bonus action on any of your turns.

Fan the Hammer

At 7th level, you can rapidly unload bullets from your gun. As an action, you can fire up to a number of shots equal to your Wisdom modifier against targets within 15 feet of you, expending ammunition from your firearm as normal. You make a separate attack and damage roll for each shot. If you attack the same target with this ability more than once per use, your misfire score for your weapon temporarily increases by 1 until you finish using this ability. Your damage for each shot is only the firearms base damage dice + your dexterity modifier instead of the normal amount of damage your firearm usually deals. This ability ends early if your gun needs to be reloaded or if your weapon misfires.

After you use this feature, your reflexes become strained. You cannot use this feature safely until you finish a short or long rest. If you use this ability again before taking a short or long rest, you have disadvantage on all Dexterity and Wisdom based attack rolls, saving throws, and ability checks until you finish a short or long rest.

Lightning Reflexes

At 10th level, you have mastered the art of the quick draw. If you roll initiative and you are not first, you can use your reaction to make a single weapon attack with a firearm. If you do so, this counts as one of your attacks on your next turn.

Additionally, you cannot be surprised, and you can attempt to repair a misfired weapon as a bonus action instead of an action on your turn.

Fragile Focus

At 15th level, you've learned to master your Fan the Hammer ability. When you use Fan the Hammer, you can make 2 additional attacks with it if you expend your bonus action.

Additionally, If you misfire while using this ability, you can instead use your bonus action to immediately attempt to repair the firearm, resuming your Fan the Hammer if you succeed.

Fastest Hands in the West

At 18th level, your Quick Draw ability now works as listed below.

You add your proficiency bonus and your Wisdom modifier to your initiative rolls. On your first turn in a combat encounter, you can take an additional action. You also cannot misfire on attacks you make with the attack action on your first turn of combat, and you can reload once as a free action.