A 5e Class by u/platinumsketch
A small halfling man stands with an empty revolver. In front of him stands a once angered, now dead, half orc man who drew his arm too slow.
Behind the front lines stands a female tiefling, holding down a fort and a coehorn with two others. As enemies advance and her allies attempt to load the artillery piece, she aims it, and then quickly fires her rifle off to the side at an advancing foe, intent on holding her position.
With nothing but her own thoughts and the sound of her hammer clinking, a dwarvish woman sits hunched over an anvil and forge, crafting her allies firearms.
Hidden on the rooftop of a saloon, outnumbered and out gunned, a lone ranger hides. Counting his ammunition and biding his time, the human man aims a single, deadly shot at th leader, waiting for the time to strike.
As he steps slowly down Main Street, a man carrying his two revolvers calls for his foe. The man knows everything about him, and readies for a showdown. Yet when the time comes, the man puts twelve shots in his bounty before he can even draw, having used each click and every part of his personality against him to gain the upper hand.
Slowly trotting around the grasslands with his warhorse, a half orc man comes across small bandit encampment. Having lacked any excitement for the past few weeks, he decides to rush in and take them himself. As he rides through unexpectedly, he fires off two shots with his coach guns, meanwhile his warhorse easily tramples a man herself.
Holding her rifle and aiming down at a demon dashing towards her, an aasimar woman focuses divine energy into her firearm. As the fiend nears her, flanked by his allies, the woman unleashes a blast of divinely imbued lead, spraying down many of the demons before they can get anywhere near her.
Quickly dropping a fireball and then firing her two pistols, an elvish woman hides behind a brick wall, thinning out the rangers and cowboys swarming her alike.
Officers and Outlaws
Though they are often good, a gunslinger can easily be bad, becoming an outlaw through violent use of their firearm and occasional magic proficiencies. However, the gunslinger is more often a wandering hero or lawmen of some sort, dispensing justice where they go.
Gun and Spell Slingers Alike
A vast majority of gunslingers use their firearms almost exclusively, but a few will pick up magic, be it arcane or divine. Often these abilities are learned from a greater user of such magics, and then slowly mastered to a point of adeptness where they can bused alone in combat.
The use of magic doesn't keep gunslingers from utilizing their firearms however, as those that practice magics can often cast spells and then quickly switch to using firearms.
Creating a Gunslinger
When creating a Gunslinger, there are a few important questions to ask. One of the most important would be where did they learn how to use firearms? Were they taught from an ex soldier? Or did they learn while hunting for food?
Furthermore, where did they learn the skills they gain as they level? If they are a Spellslinger, is a member of the party also a spellcaster who taught them magic? Did they pray and follow gods, becoming a Holy Avenger? Was their parent a Ranger, who taught them the importance of law and how o protect others? Did they perform an apprenticeship under a smith for money to feed their family, only to learn a lifelong trade and friend?
You ca make a gunlinger quickly by following these suggestions. First, Dexterity should be your highest score, followed by constitution. If you plan to be a Bounty Hunter, Head Hunter, or Holy Avenger, instead make Wisdom your second highest score. If you plan to be a Spellslinger, make your second highest score Intelligence.
|Level||Proficiency Bonus||Features||Grit Point|
|1st||+2||Wary, Skill Shot||2|
|4th||+2||Ability Score Increase||4|
|6th||+3||Ability Score Increase||6|
|8th||+3||Ability Score Increase||8|
|9th||+4||Skill Shot (2)||9|
|12th||+4||Ability Score Increase||12|
|13th||+5||Extra Attack (2)||13|
|14th||+5||Ability Score Increase||14|
|16th||+5||Ability Score Increase||16|
|17th||+6||Skill Shot (3)||17|
|19th||+6||Ability Score Increase||19|
As a Gunslinger, you gain the following class features
- Hit Dice: 1d8 per Gunslinger level
- Hit Points at 1st Level: 8+Constitution modifier
- Hit Points at Higher Levels: 5 (1d8)+Constitution modifier
- Armor: light armor, medium armor
- Weapons: simple weapons, pistols, revolvers, rifles, shotguns
- Tools:* none
- Saving Throws: Dexterity, Wisdom
- Skills: Choose two from Acrobatics, Athletics, Perception, Sleight of Hand, Stealth and Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two Pistols, (b) a Rifle, (c) or a Shotgun
- (a) a Revolver or (b) a Pistol
- an Explorer's Pack
Gun fights and ambushes have taught you one thing, and that's to be alert and watchful. You can't be surprised while you're conscious, and you ignore difficult terrain.
Your way of live has caused you to develop a particular hardiness to your person called grit. This is represented by the number of Grit points you have, which can be seen on the Gunslinger class table. You can expend Grit Points to perform abilities called Skill Shots, with you regaining all expended Grit at the end of a short or long rest. At 1st level you know 2 Skill Shots, and you learn 2 more at 9th, and 17th levels. Some Skill Shots may call for an enemy to make a saving throw, if that is the case, the following is the DC for the saving throw called. Additionally, only one Skill Shot may be performed per turn.
Skill Shot Save DC
At 2nd level, you develop a particular style of shooting and using firearms. Choose one of the styles below. You can't choose a Shooting Style again, even if you later get to choose again.
Two Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack so long as the attack is made by a firearm.
When you use an explosive, grenade, or a weapon with the Explosive property, you can reroll 1s and 2s on the damage die, though you must take the new rolls even if they are 1s and 2s.
Attacks you make with two-handed firearms deal +2 bonus damage.
You have a +2 bonus to attack rolls made with firearms.
By 3rd level, your specialized way of fighting and life becomes evident and grants its own specific skills. These are represented by the Gunslinger's Trail, which you choose one of from. They are Grenadier, Gunsmith, Head Hunter, Outlaw, Ranger, Saddle Tramp, and Spellslinger. You gain features from your trail at 3rd, 7th, 11th, 15th, and 18th level.
Ability Score Increase
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Beginning at 5th level, you can attack twice, instead of once, when you take the Attack action on your turn.
The number of attacks increases to three when you reach 13th level in this class.
Starting at 10th level, your senses become so honed that you can momentarily perceive time slower. Once per long rest, you can use your bonus action to enter Bullet Time. For the next round, you gain advantage on Dexterity saving throws and Perception checks, and can use your reaction to make a number of attacks equal to your Dexterity modifier. Once you use this feature you can't use it again until you finish a long rest.
At 20th level, the number of horrible events and terrible fights that you have seen hardened you beyond compare. When you roll for initiative and have no grit left, you regain 4 Grit Points.
Each gunslinger walks their own path, and each can be markedly different form one another. Here, the major paths are listed, with each path representing a gunslingers past, capabilities, and often beliefs or attitudes about the world and those around them.
Masters of explosives and grenades, Grenadiers go out of their way to use the largest explosives they possibly can.
Once you choose this Trail at 3rd level, you become proficient with Grenades, and Explosives, adding your Proficiency bonus to any attack rolls made with them. Additionally, if you use your action to make an attack with a piece of Artillery, Explosive, or Grenade you can use your bonus action to make one attack using a firearm.
Beginning at 7th level, you can place a special fuse on your explosives. When you use a Grenade, you can declare that you want it to explode up to a number of rounds equal to your Dexterity modifier after you've thrown it. Alternatively, you can place an Explosive under the ground over the course of 1 minute, causing it to act like a Land Mine with the exception that it deals the same damage and has the same explosion radius it would otherwise.
By 11th level, you begin to introduce your own homemade agents to the recipe of your explosives. The radius of any explosive you use is considered 5 feet larger, and it deals an additional 1d6 Fire damage.
When you reach 15th level, the explosives and grenades you use are highly effective at damaging structures. Objects and structures in the radius of your Explosives and Grenades take double damage, with any creatures that would have otherwise been behind cover having to save from the blast or take half damage, taking no damage on a success.
The Biggest Boom
At 18th level, the small concoctions you add to the explosives you use becomes perfected. The radius of any explosive you use is considered 5 feet larger, and deals an additional 1d6 Fire damage. This is in addition to the effects of Bigger Boom.
Often taking it slower than most, Gunsmiths are dedicated to not only the firing bu also the crafting of firearms.
Once you choose this Trail at 3rd level, you can craft and modify firearms. Choose one modification that is not an Enchantment, you can apply this to one firearm you or an ally owns. Additionally, by expending half the cost and 6 hours of work, you can create any Firearm Frame or apply any Modification that is not an Enchantment.
Beginning at 7th level, you can create firearms at a higher quality than most others. By expending a days worth of work and twice the base price of the Firearm Frame, you can make a +1 Firearm, though it is considered non magical.
Starting at 11th level, your knowledge of firearm crafting is nearly complete. By expending a weeks worth of work and three times the base price of the Firearm Frame, you can make a +2 Firearm, though it is considered non magical.
By 15th level, you learn the basics of arcane lore and spells. You can now apply Modifications that are Enchantments, though they are full price and take a week of work.
At 18th level, the items you easily craft high quality firearms. Whenever you create a firearm frame or modification other than Enchantments it costs one fourth of the base price. Additionally, making +1 and _2 firearms costs half as much.
Lawmen, wanderers, or even outlaws themselves, Head Hunters often track and find their target, intent on collecting their bounty.
Once you choose this Trail at 3rd level, you can mark and track a target. Twice per long rest you can choose a creature that you have met or have found a bounty for as an action, they are considered your Bounty. You have advantage on checks made to track your Bounty, and you deal additional damage to them equal to your Wisdom modifier. These effects last for one week or until you use this feature again.
Starting at 7th level, you prepare yourself for fighting at all times. You add your Wisdom modifier to initiative rolls. Additionally, you deal bonus damage equal to your Wisdom modifier against your Bounty on the first round of combat.
Showdown at Sundown
Beginning at 11th level, you can challenge a creature you have a bounty against to a duel. If the creature has an Intelligence of 6 or higher, you can use an action to challenge them to a duel, forcing them to make a saving throw against your Grit Save DC, though they may choose to fail the effect instead of making the saving throw. If the creature fails, they have disadvantage on all attack rolls that aren't made against you, and you have disadvantage on all attack rolls that aren't made against them. Additionally, you may attack the creature as a bonus action with your Firearm so long as you ammunition necessary and it is loaded. This attack deals additional damage equal to your Wisdom modifier. These effects last for 1 minute. If the creature succeeds instead, you and the creature have disadvantage on attack rolls against creatures other than each other for a number of rounds equal to your Wisdom modifier (minimum of 1). If a creature that is friendly to you damages the creature targeted, then the effect automatically ends.
By 15th level, defeating your bounty grants you the boost you need to defeat the crew that so often accompanies them. When you kill or drop your Bounty to 0 hit points, you gain a number of temporary hit points equal to your Gunslinger level, and all attacks you make for the next round deal additional damage equal to your proficiency bonus.
At 18th level, you can hone in on your target and fire a debilitating shot. Once per long rest, you can use your action to fire a single shot. On a hit, the attack automatically counts as a critical hit and deals bonus damage equal to your Wisdom modifier. If this attack is against your Bounty, it has advantage and deals an additional die of damage.
Sent to destroy the unholy, Holy Avengers are often religious zealots who use firearms to impart the will of the gods.
Once you choose this Trail at 3rd level, you gain the ability to cast spells, given to you by the gods or taught by some powerful cleric or paladin.
Cantrips. You learn two cantrips of your choice from the cleric spell list. You learn additional cleric cantrip of your choice at 10th level.
Spell Slots. The Holy Avenger Magic Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all spell slots when you finish a long rest.
Spells Known of 1st-Level and Higher. You know three 1st-level cleric spells of your choice, two of which you must choose from the abjuration and evocation spells on the cleric spell list.
The Spells Known column of the Holy Avenger Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.
Spell Casting Ability. Charisma is the spellcasting ability for your Cleric spells, as your magic comes from divine force of will. You use your Charisma whenever a Cleric spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Holy Avenger Spellcasting
|Level||Cantrips Known||Spells Known||1st||2nd||3rd||4th|
Once you choose this Trail at 3rd level, you can focus holy energy into a bullet. When you make an attack, you can choose to expend a 1st-level spell slot to deal an additional 1d6 Radiant damage on the attack. This damage increases by 1d6 if it's made against a fiend or undead, as well as when you expend a spell slot higher than 1st-level, with it increasing by 1d6 for every level above 1st. You can choose to do this after you have rolled an attack, but before you know the result.
Beginning at 7th level, you are granted a modicum of the powers a cleric holds, enhancing your firearms. Using your action, you can fire an extremely powerful shot. This forces all creatures in a line that's 5 feet by your weapon's first range increment, extending from you to, to make a Dexterity saving throw against your Spell Save DC or take four times your weapon's normal damage as Thunder damage. On a success the creature takes half damage. You can do this once per long rest.
By 11th level, palpable, holy aura constantly surrounds you. You project a 20 foot aura, which deals Radiant damage equal to your Charisma modifier (minimum of 1) to all enemies that enter it. When creatures with the fiend or undead typing enters within 30 feet of you, they take twice your Charisma modifier (minimum of 2) in Radiant damage.
Starting at 15th level, you gain additional clerical powers. You can use your action to fire your weapon as if it had the automatic property, with its damage being Radiant damage. You can do this a number of times per long rest equal to your Charisma modifier (minimum of 1).
At 18th level, you can release a devastating blast when you die. Once per long rest, when you drop unconscious or die, you can choose to release a blast of radiant energy. This forces all creatures within 20 feet of your body to make a Dexterity saving throw, or take 8d6 Radiant damage and be blinded for a number of rounds equal to your Charisma modifier. One a success they take half damage and are not blinded.
As lawmen themselves, most Rangers spend their lives protecting innocent and hunting criminals.
Once you choose this Trail at 3rd level, you can actively guard others by firing at their foes. If a creature within your weapon's range attacks one of your allies with a weapon or unarmed strike, you can use your reaction to attack that creature.
Starting at 7th level, your keen sight allows you to better fire on targets. Attacks you make ignore half and three quarters cover, as well as the disadvantage imposed by firing a weapon at a target in its second range increment and by dim lighting.
By 11th level, you can hone in on a specific target. Using your action, you can aim at a specific target. You have advantage on all attacks against this target and critically hit on an 18-20 against that target until the end of your next turn.
Beginning at 15th level, you can target spellcasters who are casting. Covering Fire is now triggered when a creature casts a spell that deals damage at one of your allies.
At 18th level, your skill allows you to guard all those around you. By using your action to watch over all allies, you can use Covering Fire a number of times equal to your Dexterity modifier (minimum of 1), though you can't take any other reaction. This effect lasts until the beginning of your next turn.
Traditional cowboys and wanderers, Saddle Tramps roam the lands on horse back, drifting from saloon to saloon.
Once you choose this Trail at 3rd level, you develop a special bond with a steed, and a way of life. You gain proficiency in Animal Handling and Nature. Additionally, choose a creature that is CR 1/2 or lower, and medium or larger. Ordinarily a Trusty Steed would be a Camel, Horse, Mule, Pony, or any creature that you can ride. The creature you have chosen retains all of its ordinary statistics, with the exception that it uses your proficiency bonus. It adds this proficiency bonus to everything it normally would in addition to its AC and damage rolls.
Your Trusty Steed gains proficiency with two skills of your choice. Additionally, it gains proficiency in all saving throws.
For every level you gain after 3rd, your Trusty Steed acts as if it levels too, gaining a hit die and adjusting its hit points accordingly.
When you would get an Ability Score Increase, so does your Trusty Steed. As normal, its Ability Scores can't be increased above 20 using this feature unless it is specifically stated otherwise.
Your Trusty Steed can act on its own initiative in combat, doing as it pleases. Alternatively, you can have it act on your turn, commanding it to take the Attack, Dash, Disengage, or Dodge action in addition to moving up to its speed. No matter what though, your Trusty Steed does not benefit from multiattack even if it otherwise would.
You and your Trusty Steed have the same alignment, and it has its own personality trait and flaw. You Trusty Steed always has the following Bond, "My Gunslinger is my lifelong companion for whom I'd give my life."
If your Trusty Steed dies, you can spend one week and 50 gp to find a new one. The new Trusty Steed acts as if its one level lower than you, with you adjusting its statistics accordingly. It can not have its statistics reduced below the base statistics seen in its stat block.
By 7th level, you become adept in riding your Trusty Steed. When you are mounted on your Trusty Steed, you have advantage on saving throws and checks made to direct it, calm it, and to stay mounted on it. Additionally, when you move at least 20 feet in a straight line while mounted on your Trusty Steed, both you and your Trusty Steed gain a bonus to AC equal to half your proficiency bonus (rounding down).
Life in the Wilds
Beginning at 11th level, your extensive tie in the wilderness grants you many benefits. You become immune to disease, and have advantage on saves against poison. Additionally, you can forage food for you and your Trusty Steed, and can memorize the layout of any natural terrain.
At 15th level, you become a master in riding your Trusty Steed. When mounted on your Trusty Steed, you can command it to take two actions, with the options being Attack, Dash, Disengage, and Dodge, using your bonus action. Additionally, while mounted on your Trusty Steed you can use your reaction to attack any creature that makes an attack against your Trusty Steed so long as it's within your weapon's range.
Starting at 18th level, the time you have spent with your Trusty Steed forms a magical bond between the two of you. When your Trusty Steed is attacked you can use your reaction to fire a shot at its attacker, whether you're mounted or not. Additionally, when you or your Trusty Steed is knocked unconscious, the other goes into a frenzy, moving its turn to that part of the initiative order, and taking two actions. If you or your Trusty Companion dies, and its killer dies by the end of the turn of whichever died the next round, it comes back to life with 1 hit point and is unconscious. You and your Trusty Steed can only enter this frenzy once per long rest.
Casters and gunfighters alike, Spellslingers utilize their arcane knowledge to enhance their firearms.
Once you choose this Trail at 3rd level, you gain the ability to cast spells, often learned by studying wizards.
Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn additional wizard cantrip of your choice at 10th level.
Spell Slots. The Spellslinger Magic Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all spell slots when you finish a long rest.
Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.
The Spells Known column of the Spellslinger Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.
Spell Casting Ability. Intelligence is the spellcasting ability for your wizard spells, as your magic comes from divine force of will. You use your Intelligence whenever a wizard spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
|Level||Cantrips Known||Spells Known||1st||2nd||3rd||4th|
Once you choose this Trail at 3rd level, you gain the ability to enchant weapons. You can place an Enchantment Modification on one firearm you or an ally owns for no cost instantly, and you can place Enchantment Modifications on firearms for half the price and 8 hours of work. Additionally, you bond with a firearm over the course of an hour, this firearm to acts as an arcane focus for you. You can sever this bond at anytime and go through the hour long ritual with another weapon to bond with it instead if you so choose.
Starting at 7th level, you learn how to quickly switch from magic to gun fire. When you use your action to cast a cantrip, you can make a single attack with a firearm as your bonus action.
Beginning at 11th level, your knowledge of magic and ambushes combines to tell you when you are being watched magically. When a creature casts a divination spell such as Scrying on you, you are able to tell, and can expend a spell slot of 2nd level or higher to tell where the creature is, though you are only given a mile radius as to where they may be. Additionally, creatures that are invisible do not gain any benefits for being such, and you may expend a 1st-level spell slot when attacking a creature to remove invisibility if it otherwise would stay, or to return a creature to its original form.
By 15th level, you have mastered enchanting firearms. You can place Forced Enchantments one firearms, though it takes one week of work and is at full price. Additionally, if you make a Forced Shot with a firearm that has an Enchantment, the Forced Shot is not at disadvantage, and still only takes a bonus action to clear if you misfire again.
Improved Quick Shot
At 18th level, you've mastered casting and using your firearm in quick succession. When you use your action to cast a spell, you can make a single attack with a firearm using your bonus action.
The following is a list of all Skill Shots, which are in alphabetical order.
Cauterizing Shot. You can use the heat of your firearm to cauterize your wounds. After firing your firearm successfully, you can expend 1 Grit Point to heal yourself for 1d10 + your Gunslinger level as a bonus action.
Cheap Shot. You can fire a shot at the more tender areas of an enemy. By expending 2 Grit Points when you make an attack, you can force the creature to make a Constitution Saving throw against your Grit Save DC or be Stunned for 1 round if the attack hits.
Concussive Blast. You can fire off a deafening shot against an enemy. By expending 1 Grit Point, you can fire at an enemy within 10 feet of you as a bonus action with the intent to deafen them, forcing them to make a Constitution Saving throw against your Grit Save DC or be Deafened for a number of rounds equal to your Dexterity modifier if the attack hits.
Cover Breaker. You can launch a barrage of ammunition at piece of covering, destroying it in the process. By using your action and 2 Grit Points, you can target a piece of cover, making full cover three quarters cover, three quarters cover half cover, and half cover no cover.
Covering Fire. You can fire with the intent of aiding an ally. By using your reaction and 1 Grit Point you can fire at a creature who casts a spell or attacks an ally of yours within the range of your weapon.
Disarming Shot. You can fire at the opponents hand, forcing them to drop an item. By expending 1 Grit Point when you attack a creature, you can force them to make a Strength or Dexterity Saving throw, their choice, against your Grit Save DC, or drop one item of your choice if the attack hits.
Distracting Shot. You can fire off at an opponent attempting to distract them. By expending 1 Grit Point when you attack a creature, you can force them to make a Wisdom Saving throw against your Grit Save DC or lose their reaction and one legendary action if the attack hits.
Disorienting Fire. You can attack an enemy by firing at their head, disorienting them. By expending 1 Grit Point when you attack a creature, you can force it to make a Constitution Saving throw against your Grit Save DC or make their next attack roll or saving throw at disadvantage if the attack hits.
Disruptive Shot. When a creature casts a spell or attacks, you can attempt to interrupt that action. by expending 2 Grit Points and using your reaction, you can attempt to fire at a creature within your weapon's range that is making an attack or casting a spell. If the attack lands, they must make a Constitution Saving throw against your Grit Save DC or they waste their action.
Forceful Shot. You can fire off a powerful shot, dropping foes to their knees. By expending 1 Grit Point when you attack a creature, you can force it to make a Constitution saving throw against your Grit Save DC or be pushed back 10 feet and fall prone if the attack hits.
Hemorrhaging Fire. You can fire a devastating shot, dealing extra damage with a well placed bullet. By expending 2 Grit Points when you fire a shot, you make the attack deal an extra die of damage and critically hit on a 19-20.
Lucky Shot. You can force out a jammed shot just as you might a normal one. By spending 1 Grit Point when performing a Forced Shot, you can make the shot without the initial disadvantage.
Piercing Shot. You can fire a shot that pierces through multiple creatures. By spending 2 Grit Points when you make an attack, you can make attacks at disadvantage to all creatures behind your target out to the weapons furthest range, with the bullet going for the target nearest to the one it most recently hit. On the first miss, this effect ends as the bullet fails to pierce through another target.
Pinning Shot. You can fire a shot at the targets limbs, forcing them to pause to recover. By expending 1 Grit Point when you fire a shot, you can force the target to make a Dexterity or Constitution Saving throw, their choice, against your Grist Save DC or have their speed reduced to 0 for 1 round.
Pure Luck. That grit you've developed over time grants you unbelievable luck. By expending 4 Grit Points, you can reroll any attack roll, skill check, or saving throw, and choose from any of the die rolled for that specific check.
This is a simple feat to make playing a gunslinger more enticing, alongside giving players who want that flavor the basic feel of a gunslinger without needing them to choose or multiclass into Gunslinger.
Your experiences throughout life and adeptness with firearms grant you grit and trick shots much like a Gunslinger would have, granting you the following benefits:
- You have 2 Grit. Grit is expending on the use of Skill Shots, with each Skill Shot telling you how much grit is necessary to use them. Some Skill Shots may call for a saving throw, which is called your Grit Save DC, the following is how you determine such:
Skill Shot Save DC
- You learn 2 Skill Shots from the Gunslinger Skill Shot list.