Grit: Being tested by smoke and gunpowder, Gunslingers are made from tougher stuff. At level 1 you gain a pool of Grit equal to your level. This can be spent in 3 different ways.
— You may clear out a misfire as a bonus action instead of a full action. Cost 1 Grit
— You may fire a firearm at it's maximum range increment with out taking a penalty. Costs 1 Grit
— You may take the Dash action as a bonus action. Costs 1 Grit
Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your gunslinger level. Once you use this feature, you must finish a long rest before you can use it again.
Class Archetype Feature: At level 3 you may choose which Gunslinger Archetype you fit under. You may choose the Desperado or the Sniper. You gain more subclass features at levels 7, 13, and 19.
Ability Score Improvement: When you reach 4th level, and again at 8th, 12th, 16th, and 20th 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. You may also gain a feat using this feature.
Indomitable: Beginning at 6th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 17th level.
Evasion: Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Improved Initiative: Starting at level 10, you may add you Wisdom Modifier as well as your Dexterity Modifier to any Initiative check you would make.
Improved Grit: Starting at level 14, your Grit pool increases equal to your Wisdom modifier.
Creative Bloodshed: Starting at level 15, whenever you are wielding a firearm that you were the primary designer for, its misfire goes down by 1 (to a minimum of 1), and it gains +1 to damage and attack rolls.
Alway's Ready: Starting at level 18, you cannot be surprised, and you gain advantage on Initiative checks you make.
You start with the following equipment, in addition to the equipment granted by your background:
The Gunslinger | |||||
---|---|---|---|---|---|
Level | Proficiency | Grit | Features | ||
1 | +2 | 1 | Grit | ||
2 | +2 | 2 | Second Wind | ||
3 | +2 | 3 | Class Archetype Feature | ||
4 | +2 | 4 | Ability Score Improvement | ||
5 | +3 | 5 | - | ||
6 | +3 | 6 | Indomitable (1 Use) | ||
7 | +3 | 7 | Class Archetype Feature | ||
8 | +3 | 8 | Ability Score Improvement | ||
9 | +4 | 9 | Evasion | ||
10 | +4 | 10 | Improved Initiative | ||
11 | +4 | 11 | - | ||
12 | +4 | 12 | Ability Score Improvement | ||
13 | +5 | 13 | Class Archetype Feature | ||
14 | +5 | 14 | Improved Grit | ||
15 | +5 | 15 | Creative Bloodshed | ||
16 | +5 | 16 | Ability Score Improvement | ||
17 | +6 | 17 | Indomitable (2 Uses) | ||
18 | +6 | 18 | Always Ready | ||
19 | +6 | 19 | Class Archetype Feature | ||
20 | +6 | 20 | Ability Score Improvement |