{"name":"Gunslinger","overview":"A glass falls, clattering to the floor, and the tavern\r\ngrows silent. A dwarf with a deep scowl, dripping\r\nwith freshly spilled beer, leers at a drunken nearby\r\norc and fingers for a pair of revolvers at his waist.\r\nHigh on a hillside, carefully concealed beneath\r\nfoliage and stones, a rifleman steadies her breathing\r\nand adjusts her scope, acquiring her target and\r\npatiently awaiting the moment to strike.\r\nRisk is in a gunslinger\u2019s blood. They are bold\r\nrenegades, bucking tradition and forging a new path\r\nwith dangerous and inelegant firearms. Gunslingers\r\nare infamous for surviving by their wits, relying on\r\nsplit-second timing and a considerable amount of\r\nluck to survive.\r\n\r\n[b]Guts and Gunpowder\r\n[br][\/b]\r\nBlack powder is not for the faint of heart. Its\r\nthunderous applause is volatile and imprecise; a\r\nbarely-controlled explosion directed at an enemy.\r\nOnly the truly fearless seek to master it, for one must\r\nbe mad or have nerves of steel to weather the risk of\r\nits use. But those who call themselves gunslingers\r\nare fearless combatants, hurling death from their\r\nguns in a roaring cacophony. Adapted for shootouts,\r\ngunslingers are mobile and daring, knowing that life\r\nor death hangs on snap decision-making and one\u2019s\r\nown mettle.\r\n\r\n[b]Dangerous Outsiders\r\n[br][\/b]\r\nA gunslinger\u2019s explosive lifestyle lends well to\r\nwandering and adventuring. Gunslingers will often\r\nshoot first and ask questions later, an attitude which\r\nearns them few friends and bountiful enemies. In\r\ntheir travels, most gunslingers are secretive and take\r\nlengths go unnoticed, lest they be spotted by old foes\r\nwith scores to settle.\r\nYet, their skills are not unneeded. Anyone\r\nrequiring protection or revenge of their own can\r\ncount on a gunslinger to be in need of an odd job\r\nwhen they roll into town. After all, skill with a gun is\r\nalways in demand somewhere.\r\n\r\n[b]Creating a Gunslinger\r\n[br][\/b]\r\nWhen creating your gunslinger, consider where\r\nfirearms fit in the campaign's world and what the\r\ncommon perceptions are of those who use them. If\r\nfirearms are the norm, your gunslinger might be a\r\nmercenary or militia fighter. If firearms are rare, your\r\ngunslinger might be one of a kind, a trailblazer in\r\nnew types of warfare.\r\nIt\u2019s also not unusual for a gunslinger to be\r\nhaunted by their past. Did some event drive you to\r\nthe gun and motivate you to travel? Is there a bounty\r\non your head in one or more areas? Do you have any\r\nold enemies that seek you for revenge?\r\n\r\n[b]QUICK BUILD\r\n[br][\/b]\r\nTo make a gunslinger quickly, follow these\r\nsuggestions. Make Dexterity and Constitution your\r\nhighest ability scores. If you plan to choose the Gun\r\nTank creed, instead make your Strength your highest\r\nability score. Choose any background. ","hit_dice":"1d8","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, simple firearms, martial firearms","tools":"One type of gaming set","saving_throws":"Dexterity, Charisma","skills":"Choose two from: Acrobatics, Animal\r\nHandling, Athletics, Insight, Intimidation,\r\nDeception, Perception, Persuasion, and Sleight of\r\nHand","starting_equipment":"You start with the following equipment, in\r\naddition to the equipment granted to you by your\r\nbackground:\r\n[ul]\r\n[li]Leather armor with a longcoat[\/li]\r\n[li]A dagger and (a) a handgun and 20 bullets or (b) a revolver and 10 bullets[\/li]\r\n[li]Any two-handed firearm that isn\u2019t heavy and 30 bullets or shells[\/li]\r\n[li](a) an explorer\u2019s pack or (b) one kit you're proficient with[\/li]\r\n[\/ul]\r\n","spellcasting":"","class_features":"[b]Fighting Style\r\n[br][\/b]\r\nYou adopt a particular style of gunfighting as your\r\nspecialty. Choose one of the following options. You\r\ncan\u2019t take a Fighting Style option more than once,\r\neven if you later get to choose again.\r\n\r\n[b]AKIMBO\r\n[br][\/b]\r\nWhen you engage in two-weapon fighting with\r\nfirearms, you do not take a penalty to the damage of\r\nthe second attack.\r\n\r\n[b]BULLSEYE\r\n[br][\/b]\r\nYou gain a +2 bonus to ranged attack rolls you make\r\nusing firearms. The weapon must have the Sighted\r\nproperty or have a normal range of 80 feet or longer\r\nto gain this effect. This effect does not stack with the\r\nArchery fighting style.\r\n\r\n[b]DUELIST\r\n[br][\/b]\r\nWhile you are wielding a firearm in one hand and\r\nnothing in the other, if you make a ranged weapon\r\nattack and exceed the target's AC by 5 or more, you\r\ndeal an additional die of weapon damage. You can\r\nonly use this ability once per round.\r\n\r\n[b]SHOTGUNNER\r\n[br][\/b]\r\nWhen you hit with a ranged weapon attack using a\r\nfirearm that has the Scatter property, you can reroll\r\nthe lowest damage die, and you must use the new\r\nroll, even if the new roll is worse than the original.\r\n\r\n[b]Quick Draw\r\n[br][\/b]\r\nGunslingers have twitch reflexes and can pull a\r\ngun in the blink of an eye. You have advantage on\r\ninitiative rolls. Additionally, you can draw or stow\r\nup to two weapons when you roll initiative and\r\nwhenever you take an action on your turn.\r\n\r\n[b]Critical Shot\r\n[br][\/b]\r\nAt 2nd level, your ranged firearm attacks score a\r\ncritical hit on a roll of 19 or 20.\r\nStarting at 9th level, your ranged firearm attacks\r\nscore a critical hit on a roll of 18 to 20, and at 17th\r\nyour ranged firearm attacks score a critical hit on a\r\nroll of 17 to 20.\r\n\r\n[b]Poker Face\r\n[br][\/b]\r\nStarting at 2nd level, you have advantage on\r\nability checks and saving throws made to prevent\r\nothers from sensing your motives, perceiving your\r\nemotions, or reading your thoughts.\r\nRisk\r\nBy 2nd level, you can perform incredible feats of\r\ndaring that are fueled by special dice called risk dice.\r\n\r\n\r\n[b]RISK DICE\r\n[br][\/b]\r\nYou have four risk dice, which are d8s. You gain\r\nadditional risk dice, and your risk dice change\r\nas you gain levels in this class, as shown in\r\nthe Risk Dice column of the Gunslinger\r\ntable. You regain all expended risk dice\r\nwhen you finish a long rest.\r\n\r\n[b]USING RISK DICE\r\n[br][\/b]\r\nOnce per turn, you can expend a risk die to perform\r\na Deed of your choice. Your deed options are\r\ndetailed at the end of the class description.\r\n\r\n[b]SAVING THROWS\r\n[br][\/b]\r\nSome of your deeds require your target to make a\r\nsaving throw to resist the deed\u2019s effects. The saving\r\nthrow DC is calculated as follows:\r\n\r\n[b]Deed save DC[\/b] = 8 + your proficiency bonus\r\n+ your Dexterity modifier\r\n\r\n[b]Gunslinger\u2019s Creed\r\n[br][\/b]\r\nBy the time gunslingers reach 3rd level, they\r\nembrace a way of living, known as their creed, which\r\nguides their judgments and their unique brand of\r\ngunslinging. Your choice grants you features at 3rd\r\nlevel and again at 7th, 10th, and 14th level.\r\n\r\n[b]Ability Score Improvement\r\n[br][\/b]\r\nWhen you reach 4th level, and again at 8th, 12th,\r\n16th, and 19th level, you can increase one ability\r\nscore of your choice by 2, or you can increase two\r\nability scores of your choice by 1. As normal, you\r\ncan\u2019t increase an ability score above 20 using this\r\nfeature.\r\n\r\n[b]Extra Attack\r\n[br][\/b]\r\nBeginning at 5th level, you can attack twice, instead\r\nof once, whenever you take the Attack action on\r\nyour turn.\r\n\r\n[b]Gut Shot\r\n[br][\/b]\r\nStarting at 6th level, whenever you score a critical hit\r\non a Large or smaller creature using a firearm, the\r\nbullet lodges itself in the target. Until the creature\r\nuses its action to dislodge the bullet, it moves at half\r\nspeed and has disadvantage on attack rolls and ability\r\nchecks. Elementals, oozes, and undead are immune\r\nto this effect.\r\n\r\n[b]Evasion\r\n[br][\/b]\r\nBeginning at 7th level, you can nimbly dodge out\r\nof the way of certain area effects, such as a red\r\ndragon\u2019s fiery breath or an ice storm spell. When you\r\nare subjected to an effect that allows you to make a\r\nDexterity saving throw to take only half damage, you\r\ninstead take no damage if you succeed on the saving\r\nthrow, and only half damage if you fail.\r\n\r\n[b]Mankiller\r\n[br][\/b]\r\nAt 11th level, when you take the Attack action on\r\nyour turn, you can add your ability score modifier to\r\nfirearm damage rolls.\r\n\r\n[b]Dire Gambit\r\n[br][\/b]\r\nStarting at 13th level, whenever you score a critical\r\nhit, you regain one expended risk die.\r\n\r\n[b]Cheat Death\r\n[br][\/b]\r\nBy 15th level, you have a knack for escaping the\r\nreaper. When you would be reduced to 0 hit points,\r\nyou can use your reaction and expend one risk die to\r\navoid being incapacitated and instead be reduced to\r\na number of hit points equal to the number rolled on\r\nthe die.\r\nOnce you use this ability, you must finish a short\r\nor long rest before using it again.\r\n\r\n[b]Maverick\r\n[br][\/b]\r\nBy 18th level, you are unshakable. You have\r\nadvantage on Constitution checks and saving throws.\r\n\r\n[b]Head Shot\r\n[br][\/b]\r\nAt 20th level, when you score a critical hit against a\r\ncreature using a firearm, you can choose for this shot\r\nto be a head shot. If the creature has less than 100 hit\r\npoints, it dies. Otherwise, it takes 10d10 additional\r\ndamage. Elementals, oozes, undead, and creatures\r\nwhich lack nervous systems or vital organs take no\r\nadditional damage from this ability.\r\nOnce you use this ability, you must finish a short\r\nor long rest before using it again.\r\n\r\n[h3]DEEDS[\/h3]\r\nThese deeds are listed in alphabetical order.\r\n\r\n[b]BITE THE BULLET\r\n[br][\/b]\r\nAs a bonus action on your turn, you can expend\r\none risk die to gain temporary hit points equal\r\nthe number rolled on the die + your Constitution\r\nmodifier.\r\n\r\n[b]COVERING FIRE\r\n[br][\/b]\r\nWhen you hit a creature with a ranged weapon\r\nattack, you can expend one risk die as a bonus action\r\nto cow the creature. Roll the risk die and subtract it\r\nfrom the next attack roll the creature makes before\r\nthe start of your next turn.\r\n\r\n[b]DODGE ROLL\r\n[br][\/b]\r\nYou can expend one risk die as a bonus action to\r\nmove up to 15 feet and reload any firearm you\r\nare holding. This movement does not provoke\r\nOpportunity Attacks, ignores difficult terrain, and\r\ncan move you through hostile creature\u2019s spaces, as\r\nlong as you do not end your movement there.\r\n\r\n[b]LIMB SHOT\r\n[br][\/b]\r\nWhen you hit a creature with a ranged weapon\r\nattack, you can expend one risk die as a bonus action\r\nand aim for one of its limbs, forcing it to drop one\r\nitem of your choice that it\u2019s holding. The target must\r\nmake a Constitution saving throw. On a failed save,\r\nit drops the object you choose. The object lands at its\r\nfeet.\r\n\r\n[b]SKIN OF YOUR TEETH[\/b]\r\n[br]When an attacker you can see makes an attack roll\r\nagainst you, you can expend a risk die as a reaction\r\nto dodge out of harm\u2019s way at the last second. You\r\nadd the risk die to your AC against this attack,\r\npotentially causing it to miss.\r\n\r\n[b]STEADY AIM\r\n[br][\/b]\r\nOn your turn, you can use a bonus action and\r\nexpend one risk die to double the normal and\r\nmaximum range for the next ranged weapon attack\r\nyou make.","subclass_options":"[h2]GUNSLINGER\u2019S CREEDS[\/h2]\r\nGunslingers have many features in common, but\r\neach of them walks their own path and follows their\r\nown code. This code, which gunslingers call a creed,\r\nembodies their core beliefs and informs their unique\r\ncombat style.\r\n\r\n[b]Gun Tank\r\n[br][\/b]\r\nPrerequisite: Strength score 15 or higher\r\nBe bigger, be badder, and be tougher, and no man\r\nwill stand in your way. You are a living siege engine,\r\na titan of muscle, brandishing weapons most men are\r\nincapable of lifting. Armed with these devastating\r\nfirearms, you wade into the field of battle,\r\nbombarding and destroying those foolish enough to\r\napproach you.\r\n\r\n[b]HEAVY GUNNER\r\n[br][\/b]\r\nWhen you select this creed at 3rd level, you can\r\nalso carry heavy firearms regardless of their weight.\r\nAdditionally, you can use Strength, rather than\r\nDexterity, for attack and damage rolls using heavy\r\nfirearms, and you can add your Strength instead of\r\nyour Dexterity to your Deed Save DC.\r\n\r\n[b]TOUGH AS NAILS\r\n[br][\/b]\r\nStarting at 3rd level, your hit point maximum\r\nincreases by 1 and increases by 1 again whenever you\r\ngain a level in this class.\r\nYou also gain proficiency with medium and\r\nheavy armor.\r\n\r\n[b]THICK-HEADED\r\n[br][\/b]\r\nAt 7th level, you have advantage on saving throws\r\nyou make against being charmed.\r\n\r\n[b]STRONG AS AN OX\r\n[br][\/b]\r\nStarting at 10th level, your lifting and carrying\r\ncapacities are doubled and you have advantage\r\non Strength checks and Strength saving throws.\r\nAdditionally, you can ignore the Two-Handed\r\nproperty on firearms with which you are proficient.\r\n\r\n[b]GUN RAGE\r\n[br][\/b]\r\nAt 14th level, as a bonus action, you can explode into\r\na fury to destroy lesser men. For the next minute, you\r\nhave resistance to bludgeoning, piercing, and slashing\r\ndamage and can make one additional attack when\r\nyou take the Attack action on your turn. However, for\r\nthe duration, your movement speed is halved and you\r\nhave disadvantage on Dexterity checks and saving\r\nthrows.\r\nYour gun rage ends if you use your bonus action\r\nto end it early, take cover, or finish your turn without\r\nattacking. Once you use this ability, you must finish a\r\nshort or long rest before using it again.\r\n\r\n[h3]Gun-Ko Master[\/h3]\r\nThe ancient art of gun-ko is passed through\r\ngenerations of gunslingers who study the gun as a\r\nperfect weapon and meditate on its intricacies. This\r\npath is not for the impatient or the faint of heart, but\r\nthose who practice it diligently make their guns an\r\nextensions of themselves, learning to strike with the\r\nspeed of a rifle and catch bullets out of the air.\r\n\r\n[b]POINT BLANK SHOT\r\n[br][\/b]\r\nAt 3rd level, you don't suffer disadvantage from\r\nmaking a ranged attack with a firearm while you are\r\nwithin 5 feet of a hostile creature.\r\n\r\n[b]GUN-KO\r\n[br][\/b]\r\nBeginning at 3rd level, you learn the immortal art\r\nof gun-ko, which sees the gun as a total weapon, as\r\ndevastating used as a melee weapon in close-quarters\r\nas it is fired at range. You can treat firearms as melee\r\nweapons with the Finesse property that deal 1d6\r\nbludgeoning damage on a hit, or 1d8 damage if the\r\nfirearm has the Two-Handed property.\r\nAdditionally, when you make a ranged weapon\r\nattack using a firearm against a creature within 5 feet\r\nof you, you can make a melee weapon attack using\r\nthat firearm as a bonus action.\r\n\r\n[b]LIGHTNING DISARM\r\n[br][\/b]\r\nStarting at 7th level, if a creature within 5 feet of you\r\nis holding a firearm, you can use your bonus action\r\nand expend a risk die to attempt to disarm them. The\r\ntarget must make a Dexterity saving throw against\r\nyour Deed save DC. On a failed save, you take the\r\nfirearm from the creature's hands after a series of\r\nrapid movements. You must have at least one empty\r\nhand to use this ability.\r\n\r\n[b]BULLET-CATCH\r\n[br][\/b]\r\nAlso at 7th level, you can use your reaction to deflect\r\nor catch a projectile when you are hit by a ranged\r\nweapon attack. When you do so, the damage you\r\ntake from the attack is reduced by 1d10 + your\r\nDexterity modifier + proficiency bonus.\r\n\r\n[b]PREDICTIVE DODGE\r\n[br][\/b]\r\nAt 10th level, your reflexes are so honed that you\r\ncan dodge incoming bullets. You can use your bonus\r\naction to choose one creature that you can see within\r\n30 feet of you. You gain the benefits of the Dodge\r\naction against the target's ranged attacks and effects\r\nuntil the beginning of your next turn. You lose this\r\nbenefit if you take damage from the target.\r\n\r\n[b]GATLING STRIKES\r\n[br][\/b]\r\nBy 14th level, you have mastered the most advanced\r\ntechniques of gun-ko. You can use your bonus action\r\nto make two melee weapon attacks and one ranged\r\nweapon attack using a firearm against targets within\r\n15 feet of you. Once you use this ability, you can't use\r\nit again until you finish a short or long rest.\r\n\r\n[h3]High Roller[\/h3]\r\nFortune is a fickle thing\u2014unless you\u2019re a high roller.\r\nThese gunslingers are master card sharps and dice\r\nthrowers that mix their love of risk with their talent\r\nfor gunplay. High rollers push their luck til it runs\r\nout then push harder. Why settle for just a win when\r\nyou could bet it all and win big?\r\n\r\n[b]BONUS PROFICIENCIES\r\n[br][\/b]\r\nStarting at 3rd level, you gain proficiency with\r\nall gaming sets and in your choice of one of the\r\nfollowing skills: Deception, Insight, or Perception.\r\n\r\n[b]ALL IN\r\n[br][\/b]\r\nAt 3rd level, you can use your bonus action when\r\nyou make an ability check or attack roll, or your\r\nreaction when you make a saving throw to expend\r\nand roll one of your risk dice. You choose to do this\r\nafter you roll the d20 but before the GM declares\r\nwhether or not it was a success.\r\nIf the result of your risk die is a 1, you fail the\r\nability check, attack roll, or saving throw, regardless\r\nof what the d20 shows. Otherwise, you add the result\r\nof the risk die to your d20.\r\n\r\n[b]LIAR'S DICE\r\n[br][\/b]\r\nAlso at 3rd level, when you make an ability check,\r\nattack roll, or saving throw, you can roll the d20 in\r\nsecret and declare any result you wish. If the GM\r\nchooses to call your bluff, reveal the result of the d20.\r\nIf you were telling the truth, treat the result of the\r\nd20 as if it was a 20. If you were telling a lie, roll the\r\nd20 again and use the lower of the two results. If the\r\nGM chooses not to call your bluff, you use the result\r\nyou declared regardless of what you rolled.\r\nYou can choose to roll in secret a number of\r\ntimes up to 1 + your Charisma modifier (minimum\r\nonce) and regain all expended uses when you finish a\r\nlong rest.\r\n\r\n[b]RISKY BUSINESS\r\n[br][\/b]\r\nAt 7th level, when you make an attack roll against a\r\nhostile creature or make a saving throw against the\r\nspell or effect of a hostile creature, you can choose to\r\ngive the roll disadvantage. When you do, you regain\r\nan expended risk dice.\r\n\r\n[b]BOOM AND BUST\r\n[br][\/b]\r\nStarting at 10th level, when you score a critical hit\r\non a ranged firearm attack, you can roll the damage\r\ntwice and use the higher of the two results. When\r\nyou roll a 1 on a ranged firearm attack roll, you\r\ncan choose to take psychic damage equal to your\r\nproficiency bonus or lose this feature\u2019s critical hit\r\nbenefit for the next 1 minute.\r\n\r\n[b]DOUBLE OR NOTHING\r\n[br][\/b]\r\nAt 14th level, when you score a critical hit with a\r\nfirearm attack roll, you can roll two additional d20s.\r\nTreat these d20s as if they were ranged attack rolls\r\nyou made against the target with a firearm. If they\r\nboth miss, your critical hit becomes a normal hit.\r\nIf either d20 would score a critical hit, roll all of\r\nthe attack\u2019s damage dice three times and add them\r\ntogether, instead of only two times as normal for\r\ncritical hits. Otherwise, the critical hit happens as\r\nnormal.\r\n\r\n[h3]Musketeer[\/h3]\r\nYou believe that camaraderie and glory go hand-inhand, that you and your allies are undefeatable as\r\nlong as you stand together. As such, you have trained\r\nwith blades and halberds, so that you battle up-close.\r\nYour place is not supporting them from afar, but\r\nlaunching a single volley of shot before charging\r\nin, bayonet or cutlass in hand, that you might all\r\nsucceed or fail as one.\r\n\r\n[b]BONUS PROFICIENCIES\r\n[br][\/b]\r\nStarting when you choose this creed at 3rd level,\r\nyou gain proficiency in the bayonet, cutlass, rapier,\r\nshortsword, and halberd.\r\n\r\n[b]HEAVY SHOT\r\n[br][\/b]\r\nAt 3rd level, you can load and fire especially\r\ndense bullets. Whenever you deal damage with\r\na blunderbuss, flintlock, or musket, you deal an\r\nadditional point of damage for each damage die that\r\nyou roll.\r\n\r\n[b]LOCK, STOCK, AND BARREL\r\n[br][\/b]\r\nAt 7th level, you ignore the Loading and Misfire\r\nproperties of the blunderbuss, flintlock, and musket.\r\n\r\n[b]BAYONET CHARGE\r\n[br][\/b]\r\nStarting at 10th level, when you move more than\r\n15 feet in a straight line on your turn, you can use a\r\nbonus action to make one attack with a bayonet or a\r\nmelee weapon.\r\n\r\n[b]ALL FOR ONE\r\n[br][\/b]\r\nBy 14th level, whenever a friendly creature within 5\r\nfeet of you is attacked, you use your reaction to make\r\na firearm attack targeting the attacker.\r\n\r\n[h3]Pistolero[\/h3]\r\nBullets are power, and you have long believed that\r\nmore bullets equal more power. Your expertise is\r\nin delivering a hail of deadly fire to pulverize your\r\nenemies. Not every bullet needs to be accurate to\r\nmake a difference.\r\n\r\n[b]POINT BLANK SHOT\r\n[br][\/b]\r\nStarting at 3rd level, you don't suffer disadvantage\r\nfrom making a ranged attack with a firearm while\r\nyou are within 5 feet of a hostile creature.\r\n\r\n[b]FAN THE HAMMER\r\n[br][\/b]\r\nAt 3rd level, when you take the Attack action on\r\nyour turn to attack with a firearm, you can expend\r\na Risk die and as a bonus action to make two\r\nadditional ranged firearm attacks with disadvantage.\r\nThese additional attacks always have disadvantage,\r\nregardless of circumstance. This weapon can\u2019t have\r\nthe Automatic or Two-Handed property, and you\r\nmust have a free hand to use this ability.\r\nAt 14th level, you can make three additional\r\nattacks with disadvantage, instead of 2, when you use\r\nthis feature.\r\n\r\n[b]SPEED LOADER\r\n[br][\/b]\r\nStarting at 7th level, you have mastered the art of\r\nquickly reloading your weapon. On your turn, you\r\ncan reload a single one-handed firearm without\r\nusing an action or bonus action.\r\n\r\n[b]BULLET TIME\r\n[br][\/b]\r\nAt 10th level, when you make a ranged firearm attack\r\nwith a one-handed firearm on your turn, you can use\r\nyour bonus action to gain advantage on the attack\r\nroll. Once you use this ability, you can\u2019t use it again\r\nuntil you finish a short or long rest.\r\n\r\n[b]SWIFT VENGEANCE\r\n[br][\/b]\r\nAt 14th level, as a reaction when you take damage\r\nfrom a creature within 15 feet of you, you can make a\r\nfirearm attack targeting that creature.\r\n\r\n[h3]Sharpshooter[\/h3]\r\nA well-placed bullet is more powerful than a sword,\r\narrow, or spell. Indeed, you believe that every\r\nviolent conflict should sound like a single loud crack\r\nfollowed by a long silence. Such shots need to be\r\ndelivered perfectly, even at range, for when they are\r\ndone right, they are as deadly for the target as they\r\nare stupendous for the audience.\r\n\r\n[b]AIM\r\n[br][\/b]\r\nStarting at 3rd level, as a bonus action on your turn,\r\nyou can take the Aim action. When you take this\r\naction, your next firearm attack suffers no penalty\r\nfor long range, and ignores half and three-quarters\r\ncover.\r\n\r\n[b]EAGLE EYE\r\n[br][\/b]\r\nAt 3rd level, you can see better from far away. You\r\ngain proficiency in in the Perception skill, if you\r\ndid not have it already, and you can add twice your\r\nproficiency modifier to Wisdom (Perception) checks\r\nyou make that rely on sight.\r\n\r\n[b]CAMOUFLAGE\r\n[br][\/b]\r\nBy 7th level, you\u2019ve learned to expertly conceal\r\nyourself with foliage and leaves. You can spend one\r\nminute to prepare camouflage for yourself. Until you\r\nmove, you have advantage on Dexterity (Stealth)\r\nchecks you make to hide among vegetation.\r\n\r\n[b]UTILITY SHOT\r\n[br][\/b]\r\nAt 10th level, you can quickly and precisely shoot\r\nobjects. As an action, you can make a firearm attack\r\ntargeting a Tiny object within the firearm\u2019s range\r\nwhich isn\u2019t being worn or carried, such as a rope,\r\nchain, belt, wooden rod, candle, bottle, or lock. This\r\nobject is considered to have an AC of 10. On a hit,\r\na nonmagical object is destroyed instantly and a\r\nmagical object is flung 15 feet away.\r\n\r\n[b]FOCUS\r\n[br][\/b]\r\nStarting at 14th level, whenever you take the Aim\r\naction on your turn followed by the Attack action,\r\nyou can choose to make only one firearm attack.\r\nThis attack is made with advantage and deals critical\r\ndamage on a hit.\r\n\r\n[h3]Spellslinger[\/h3]\r\nMagic and guns aren't so different. If arcane power\r\nis like gunpowder and a spell is like a bullet, you are\r\nlike a gun, directing your spells with precision at\r\nunfortunate targets. You mix the disciplines of gun\r\nand spell, sometimes loading arcane charges with\r\nyour shots and firing streaks of lighting, frost, or\r\nflame in the wake of your bullet.\r\n\r\n[b]SPELLCASTING\r\n[br][\/b]\r\nWhen you reach 3rd level, you complement your\r\nbullets with the ability to cast spells.\r\n[br]\r\n[b]Cantrips.[\/b] You learn finger guns and two other\r\ncantrips of your choice from the wizard spell list. You\r\nlearn an additional wizard cantrip of your choice at\r\n10th level.\r\n[br][b]Spell Slots.[\/b] The Spellslinger Spellcasting table\r\nshows how many spell slots you have to cast your\r\nspells of 1st level and higher. To cast one of these\r\nspells, you must expend a slot of the spell\u2019s level or\r\nhigher. You regain all expended spell slots when you\r\nfinish a long rest.\r\n[br]\r\n[b]Spells Known of 1st-Level and Higher.[\/b] You\r\nknow three 1st-level wizard spells of your choice, two\r\nof which you must choose from the abjuration and\r\nevocation spells on the wizard spell list.\r\nThe Spells Known column of the Spellslinger\r\nSpellcasting table shows when you learn more wizard\r\nspells of 1st level or higher. Each of these spells must\r\nbe an abjuration or evocation spell of your choice,\r\nand must be of a level for which you have spell slots.\r\nFor instance, when you reach 7th level in this class,\r\nyou can learn one new spell of 1st or 2nd level.\r\nThe spells you learn at 8th, 14th, and 20th level\r\ncan come from any school of magic.\r\nWhenever you gain a level in this class, you\r\ncan replace one of the wizard spells you know with\r\nanother spell of your choice from the wizard spell\r\nlist. The new spell must be of a level for which you\r\nhave spell slots, and it must be an abjuration or\r\nevocation spell, unless you\u2019re replacing the spell you\r\ngained at 8th, 14th, or 20th level.\r\n[br]\r\n[b]Spellcasting Ability. [\/b]Intelligence is your\r\nspellcasting ability for your wizard spells. You\r\nuse your Intelligence whenever a spell refers to\r\nyour spellcasting ability. In addition, you use your\r\nIntelligence modifier when setting the saving throw\r\nDC for a wizard spell you cast and when making an\r\nattack roll with one.\r\n[br]\r\n[b]Spell save DC = 8[\/b] + your proficiency bonus\r\n+ your Intelligence modifier\r\nSpell attack modifier = your proficiency\r\nbonus + your Intelligence modifier\r\n[table]\r\n[tr]\r\n[th]GUNSLINGER\r\nLEVEL[\/th]\r\n[th]CANTRIPS\r\nKNOWN[\/th]\r\n[th]SPELLS\r\nKNOWN[\/th]\r\n[th]1st[\/th]\r\n[th]2nd[\/th]\r\n[th]3rd[\/th]\r\n[th]4th[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4th[\/td]\r\n[td]3[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]3[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6th[\/td]\r\n[td]3[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]3[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8th[\/td]\r\n[td]3[\/td]\r\n[td]6[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]3[\/td]\r\n[td]6[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10th[\/td]\r\n[td]4[\/td]\r\n[td]7[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]11th[\/td]\r\n[td]4[\/td]\r\n[td]8[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]12th[\/td]\r\n[td]4[\/td]\r\n[td]8[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]4[\/td]\r\n[td]9[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14th[\/td]\r\n[td]4[\/td]\r\n[td]10[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]15th[\/td]\r\n[td]4[\/td]\r\n[td]10[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]16th[\/td]\r\n[td]4[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]4[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]18th[\/td]\r\n[td]4[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]19th[\/td]\r\n[td]4[\/td]\r\n[td]12[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]20th[\/td]\r\n[td]4[\/td]\r\n[td]13[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]BANG, YOU'RE DEAD!\r\n[br][\/b]\r\nAt 3rd level, you can use Deeds with finger guns spell\r\nattacks. Additionally, when you hit a target with finger\r\nguns, you can spend a Risk die as a bonus action to\r\ndeal an additional 1d8 force damage to that target.\r\n\r\n[b]SPELLSHOT\r\n[br][\/b]\r\nBeginning at 7th level, you can load an entire cantrip\r\ninto your gun. When you use your action to cast a\r\ncantrip, you can use your bonus action to make one\r\nranged attack with a firearm or make a ranged spell\r\nattack using the finger guns cantrip.\r\n\r\n[b]RUNECARVED CARTRIDGES\r\n[br][\/b]\r\nAlso at 7th level, firearms you use count as magical\r\nfor the purpose of overcoming resistance and\r\nimmunity to nonmagical attacks and damage.\r\n\r\n[b]MAGIC BULLET\r\n[br][\/b]\r\nStarting at 10th level, you can use your action to fire\r\na bullet wreathed in the evocation of a magic missile\r\nspell. The attack must use a firearm and the target\r\nmust be within the firearm's normal range. Do not\r\nroll this attack; it automatically hits its target and\r\ndeals force damage.\r\nOnce you use this ability, you can't use it again\r\nuntil you finish a long rest.\r\n\r\n[b]IMPROVED SPELLSHOT\r\n[br][\/b]\r\nAt 14th level, when you use your action to cast a\r\nspell, you can expend one risk die as a bonus action\r\nto make one ranged attack with a firearm or make a\r\nranged spell attack using the finger guns cantrip.\r\nIf the spell requires a spell attack roll, you can\r\nchoose to substitute the spell attack with a ranged\r\nattack using a firearm. Add the risk die to the firearm\r\nattack roll. On a hit, the firearm attack deals normal\r\ndamage, in addition to the effects of the spell.\r\n\r\n[h3]Trick Shot[\/h3]\r\nAccuracy means different things to different people.\r\nFor you, true accuracy isn\u2019t necessarily in hitting\r\na target on the first shot, but might include hitting\r\nthe mark after the bullet bounces around a dozen\r\ntimes. Your attacks are just as dangerous if they miss,\r\nor even after hitting their mark, as others are while\r\nthey\u2019re still in the air.\r\n\r\n[b]CREATIVE TRAJECTORY\r\n[br][\/b]\r\nStarting at 3rd level you begin to find ways to make\r\nyour bullets travel in unexpected ways. Your firearm\r\nattacks ignore half cover.\r\n\r\n[b]RICOCHET\r\n[br][\/b]\r\nAt 3rd level when you miss with an attack using a\r\nfirearm and you do not have disadvantage on the roll,\r\nyou can use your bonus action to reroll the attack\r\nroll and you must use the new roll. If this causes the\r\nattack to hit, the attack only deals only half damage.\r\n\r\n[b]LIGHT FOOTED\r\n[br][\/b]\r\nBy 7th level, you're just as good at escaping from\r\ntrouble as you are getting in to it. You ignore difficult\r\nterrain.\r\n\r\n[b]DEFT DEFLECTIONIST\r\n[br][\/b]\r\nStarting at 10th level, as a reaction when an attacker\r\nyou can see makes a ranged attack roll against you,\r\nyou can fire a firearm you are holding to deflect\r\nthe strike. Make an attack roll. If your attack roll is\r\nhigher than the attacker's, the attack targeting you\r\nhas disadvantage. You must use this feature before\r\nyou know the outcome of the roll.\r\n\r\n[b]PINBALL SHOT\r\n[br][\/b]\r\nStarting at 14th level, when you hit a creature with\r\na ranged firearm attack, once per turn you can have\r\nthe bullet ricochet to hit an additional target. The\r\nsecond target must be within half the firearm's range\r\nof the first target. Make a separate attack roll for the\r\nsecond target. You can use this ability a number of\r\ntimes equal to your Dexterity modifier, and regain all\r\nexpended uses when you finish a long rest.\r\n\r\n[h3]White Hat[\/h3]\r\nSome gunslingers live by a code and expect others to\r\ndo the same. These gunslingers, known as white hats,\r\nsometimes serve as agents of local or regional law but\r\nnever hesitate to do what\u2019s right no matter what the\r\nrules say. Despite their affinity for deadly weapons,\r\nwhite hats prefer to keep their friends safe and take\r\ntheir enemies in unharmed\u2014a preference they find\r\ntheir enemies aren\u2019t often inclined to oblige.\r\n\r\n[b]LAY DOWN THE LAW\r\n[br][\/b]\r\nStarting at 3rd level, you can use a bonus action\r\nand expend one risk die to keep a keen eye out for\r\ndangers that threaten your companions. When you\r\ndo, roll the risk die and gain a pool of temporary hit\r\npoints equal to the result + your level in this class.\r\nYou must immediately grant these temporary hit\r\npoints to creatures of your choice (other than you)\r\nwithin range of a firearm you are holding. You can\r\ndivide these temporary hit points up however you\r\nwish but must give at least 1 to each chosen creature.\r\nWhen a creature loses temporary hit points\r\ngranted by this feature as the result of an attack,\r\nyou can use your reaction to make one ranged\r\nweapon attack with a firearm against the attacker.\r\nAny remaining temporary hit points granted by this\r\nfeature are lost at the start of your next turn.\r\n\r\n[b]STEELY EYED AURA\r\n[br][\/b]\r\nAlso at 3rd level, you and friendly creatures within\r\n10 feet of you have advantage on saving throws\r\nagainst being frightened while you are conscious.\r\n\r\n[b]REACH FOR THE SKIES\r\n[br][\/b]\r\nAt 7th level, you can use your action to call for your\r\nenemy\u2019s surrender. When you do, a creature of your\r\nchoice within 30 feet who can see or hear you must\r\nmake a Wisdom saving throw with a DC equal to 8\r\n+ your proficiency bonus + your Charisma modifier.\r\nCreatures which are immune to being frightened\r\nautomatically succeed on this saving throw. If the\r\ncreature\u2019s current hit points are equal to or greater\r\nthan half of their maximum hit points it has\r\nadvantage on this saving throw.\r\nOn a failure, the creature is incapacitated and\r\nits movement speeds are reduced to 0 for 1 minute\r\nor until it takes damage. A creature can repeat the\r\nsaving throw at the end of each of its turns, ending\r\nthis effect on a success.\r\nOnce you use this feature, you must finish a long\r\nrest before you can use it again.\r\n\r\n[b]LONG ARM OF THE LAW\r\n[br][\/b]\r\nAt 10th level, once per turn when you hit a Large\r\nor smaller creature with a firearm attack, you can\r\nchoose to deal half as much damage to hobble the\r\ntarget. The creature can\u2019t move on its turn unless it\r\nfirst takes the Disengage action.\r\nAdditionally, when you use your Lay Down\r\nthe Law feature you gain an additional number of\r\ntemporary hit points in your pool equal to your level\r\nin this class.\r\n\r\n[b]GOLD STAR HERO\r\n[br][\/b]\r\nAt 14th level, your capacity for heroism increases.\r\nYour features from this archetype gain the following\r\nbenefits:\r\n[ul]\r\n[li]While a creature has temporary hit points granted by your Lay Down the Law feature, it has resistance to bludgeoning, piercing, and slashing damage.[\/li]\r\n[li]The range of your Steely Eyed Aura feature increases to 30 feet.[\/li]\r\n[li]You regain the use of your Reach for the Skies feature when you finish a short or long rest.[\/li]\r\n[\/ul]\r\n","table_data":"LEVEL | PROFICIENCY BONUS | RISK DICE | FEATURES\r\n1st | +2 | \u2014 | Fighting Style, Quick Draw\r\n2nd | +2 | 4d8 | Critical Shot, Poker Face, Risk\r\n3rd | +2 | 4d8 | Gunslinger\u2019s Creed\r\n4th | +2 | 4d8 | Ability Score Improvement\r\n5th | +3 | 4d8 | Extra Attack\r\n6th | +3 | 5d8 | Gut Shot\r\n7th | +3 | 5d8 | Creed Feature, Evasion\r\n8th | +3 | 5d8 | Ability Score Improvement\r\n9th | +4 | 5d8 | Critical Shot improvement\r\n10th | +4 |5d10 |Creed Feature\r\n11th | +4 | 5d10 | Mankiller\r\n12th | +4 | 5d10 | Ability Score Improvement\r\n13th | +5 | 5d10 | Dire Gambit\r\n14th | +5 | 6d10 | Creed Feature\r\n15th | +5 | 6d10 | Cheat Death\r\n16th | +5 | 6d10 | Ability Score Improvement\r\n17th | +6 | 6d10 | Critical Shot improvement\r\n18th | +6 | 6d12 | Maverick\r\n19th | +6 | 6d12 | Ability Score Improvement\r\n20th | +6 | 6d12 | Head Shot","source":"VSS","jsondata":"","tags":"","templateId":"5460","blockId":"1043403","world":"d194c924-ea68-4f59-94f7-49b4fbf38da0","folder":"15334","isShared":"on"}