Gunslinger Subclass

The Gunslinger

Stylish Shooter:

Starting at 3rd level, you gain a number of Style points equal to your Dexterity modifier (minimum 1), these points are spent on actions known as Trick Shots. You start with 2 Trick Shots of your choice, and gain an additional Trick Shot at 7th, 10th, 15th, and 18th level. Each time you learn a new Trick Shot, you can also replace one Trick Shot you know with a different one. Style points can be regained from either rolling a critical hit or scoring a killing blow with a firearm. All Style points are regained after a short or long rest. Some Trick Shots require the target to make a saving throw, the DC for this check is equal to (8 + your proficiency bonus + your Dexterity modifier). Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.

Expert Marksman:

Starting at 3rd level, you may pick an additional fighting style from the Expanded Fighting Styles list.

Routine Maintenance:

Starting at 7th level, you gain proficiency with Tinker’s Tools if you do not have it already. Whenever you use Tinker’s Tools to make checks involving repairing or crafting firearms, you can double your proficiency bonus.

Quickdraw:

At 10th level, you may add your proficiency bonus to your initiative, and during combat you have advantage on your first attack with a firearm against an enemy that has not yet acted this round.

Dodge Roll:

At 15th level, when you are subjected to an effect that causes you to roll a Dexterity saving throw, you may spend 1 Style point as a reaction in order to negate all damage on a success, and half damage on a failure.

Bullseye:

At 18th level, your firearms can score a critical hit on a 19 – 20, and you now regain Style points on a 19 as well.

Hemorrhaging Critical:

At 18th level, your critical hits with firearms can cause massive internal bleeding. The target takes an additional ? of the total amount of damage of a critical hit at the start of its next turn.

Trick Shots

Warning Shot:

Instead of firing at the target, you spend 1 Style point to fire your weapon into the air in order to try to startle it. The target must succeed on a Charisma saving throw or is Frightened of you until the end of its next turn.

Dazing Shot:

You spend 1 Style point to attempt to shoot the target in the head, causing a concussion. The target takes normal damage, and must succeed on a Constitution saving throw or suffer disadvantage on attack rolls until the end of its next turn.

Blowback Shot:

You spend 1 Style point to use the impact of your shot to force the target back. The target takes normal damage, and must succeed on a Strength saving throw or be pushed back 15 ft.

Aimed Shot:

You spend 1 Style point in order to carefully aim your next shot, you have advantage on your next attack with a firearm.

Disarming Shot:

You spend 1 Style point to shoot at the target’s hands, the target takes normal damage, and must succeed on a Strength saving throw, or drop an item of your choice from their hands. The item is pushed 10 ft away from the target in a direction you choose.

Winging Shot:

You spend 1 Style point to attempt to knock the target off balance with a shot. The target takes normal damage, and must succeed on a Strength saving throw or be knocked prone.

Piercing Shot:

(Arcane Firearms Only) (Cannot be used with Automatic, Burst, or Scatter firearms)

You can spend 1 Style point in order to try to shoot through the target. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your effective range. Only the initial attack can misfire.

Charged Shot:

(Arcane Firearms Only) 

When you make a firearm attack against a creature, you can expend one or more Style points to enhance the volatility of the attack. For each Style point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per Style point spent when determining the damage.

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