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# Gunslinger ### Firearm Proficiency When you take this ranger archetype at 3rd level, you gain proficency with the revolver as well as add it to your inventory, the stats for which are as follows: - **Revolver**: 40gp, 5 lbs. --- 2d4 piercing - ammunition (80/300ft.), reload (6), one-handed, light The ammo cost for the revolver is 10sp for 10 rounds. You can also form ammunition if you have proficiency with Tinker's Tools. > The **Reload** property refers to how many times you can fire a firearm before you need to use an action or bonus action to reload ### Quick on the draw At 3rd level, you've mastered the art of the quickdraw. You gain advantage with attacks made with the revolver against enemies who have not yet taken a turn in the current round of combat, as well as gaining a +2 to initiative rolls ### Fast Hands At 5th level, you now understand how to handle your weapon. You can choose to attack twice in one action when you take the Attack action, or *Fan the Hammer* to fire all remaining shots with disadvantage on all shots. ### Stylish Shootin' ###### Starting at 7th level, you can perform one of four trick shots: - Crippling Headshot: On a hit, target must make a constitution saving throw or have disadvantage on attack rolls until your next turn. - Slippery Grip: On a hit, target must make a dexterity saving throw or drop a single held item. - Tripped Up: On a hit, target must make a constitution saving throw or fall prone. - Last Resort: Add +1 to your attack roll. On a hit, the shot is treated as a critical hit, and your gun breaks. It must be repaired during a long rest. You can perform 3 trick shots a day, and must be refilled with a short rest. You can also reload your weapon w/o using either an action or a bonus action once per short rest. ### Duel master At 10th level, your dueling skills are unequaled. Whenever you and only you are targeted with a ranged attack by an enemy creature, you can use your reaction to make a ranged attack with the revolver on the creature targeting you in response. You can now also choose to dual wield revolvers. \columnbreak > **Dual wielding** revolvers follows similar rules to **Two-weapon Fighting**. However, you will need to take two actions total to reload both revolvers, and you cannot Fan the Hammer while dual wielding. ### Bleed Out Starting at 15th level, you can now hit 'em where it counts and can do it quickly. Shots now cause enemies to bleed heavily, taking 1d6 piercing damage every turn unless they heal themselves. You can also now reload revolvers as a bonus action. ### Desperado At 18th level, you and your gun have become legendary, and you are as quick on your feet as you are with your gun. Your movement speed is increased by 10', you add your proficiency bonus to initiative, and you can fire three shots in one action.