None.
You gain a +2 bonus to attack rolls you make with ranged weapons.
You gain the following benefits:
Akimbo Shooting. When you make an attack with a firearm that has the light property, you can make an additional attack with another firearm that has a light property using your bonus action, without adding your ability modifier to the damage. At 11th level, you can add your ability modifier to the damage of that attack.
Taking Cover. You can use your bonus action to Hide after making an attack using a gunsmith weapon.
Point Blank. You don't have disadvantage when making an attack with a ranged weapon against a target within 5 feet.
You can treat firearms as melee weapons that deal 1d6 bludgeoning damage on a hit, or 1d8 damage if the firearm has the two-handed property. Additionally, when you make a ranged weapon attack using a firearm against a creature within 5 feet of you, you can make a melee weapon attack using that firearm as a bonus action.
You can increase on ability score of your choice by 2 or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature. You can choose instead to select a feat for your character. You gain this feature again when you reach 8th, 12th, 16th and 19th level.
You don't need to look at your targets, letting your instincts guide your hand. You no longer have disadvantage when fighting unseen creatures, nor do they have advantage against you.
If you have half of your maximum hit points remaining or less, gain the following effects:
You have 2 class points.
You can spend class points on any features that you have unlocked and have not already selected. You must spend class points when you gain them, and cannot save them for future levels.
You can use your action to make a trick shot. When making a trick shot, you ignore any disadvantage due to making attacks with a ranged weapon at its long range. In addition, you ignore any cover that is not total cover.
Gunslingers have twitch reflexes, and can pull a gun in the blink of an eye. You have advantage on initiative rolls. Additionally, you can draw or stow up to two weapons when you roll initiative and whenever you take an action on your turn.
When landing a critical hit, you can instead just double the damage.
Your firearm attacks score a critical hit on a roll of 19 or 20.
You have advantage on ability checks and saving throws made to prevent others from sensing your motives, perceiving your emotions, or reading your thoughts.
Attacks you make with two-handed firearms deal +2 bonus damage.
Being within 5 feet of a hostile creature does not impose disadvantage on your ranged attack rolls. Your ranged attacks ignore half and three-quarters cover against targets that are within 30 feet of you. You have a +1 bonus to attack rolls with ranged attacks.
Use a bonus action to gain advantage on your next firearm attack. You can use this feature twice between short or long rests.
You gain 1 class point.
You’ve learned to tumble away from ranged attacks. Whenever you are on the ground and take damage from a source more than 10 feet away which you can see, you can use your reaction to dodge out of the way of further assault, moving a distance up to half your movement speed, and if you move at least 5 feet, reducing the damage by an amount equal to your Dexterity modifier. While moving in this manner, enemies have disadvantage on attacks of opportunity made against you.
You gain proficiency in two areas of your choice from the following list: Disguise Kit, Investigation, Sleight of Hand, Stealth. You can apply double your proficiency bonus to any check you make that uses one of these tools or skills.
You gain proficiency in in the Perception skill, if you did not have it already, and you can add twice your proficiency modifier to Wisdom (Perception) checks you make that rely on sight.
You gain 1 class point.
You can attack twice, instead of once, whenever you take the Attack action on your turn.
When you land a shot on an enemy using a bullet, you can ricochet the bullet to another enemy within 15 feet of the original target. You can use this feature a number of times equal to 1 + half your gunslinger level (rounded down). Regain all uses of this feature after a short or long rest.
You can load or reload a firearm you are holding as part of your movement.
You gain 1 class point.
You gain 2 class points.
You can nimbly dodge out of the way of certain area effects, such as a 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.
When you are mounted, you have advantage on saving throws and checks made to direct your mount, calm your mount, and to stay mounted.
You gain 1 class point.
You gain 1 class point.
You've honed your aim to fire off targeted shots to disable an opponent. Before making an attack roll to fire a single target spell, target a specific location on the target's body that you can see. Using this feature prevents you from using any further actions or bonus actions this turn.
Arms. On a hit, the target takes normal damage and must make a Strength saving throw or drop 1 held item of your choice.
Torso. On a hit, the target takes normal damage and is pushed up to 10 feet directly away from you.
Legs. On a hit, the target takes normal damage and must make a Strength saving throw or get knocked prone.
Wings. On a hit, the target takes normal damage and must make a Constitution saving throw or plummet 20 feet.
You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet.
You gain 1 class point.
Coat your grenades in homemade agents to make them more explosive. Spend up to 1 hour coating up to 30 grenades.
The radius of any coated ammo you use is increasd by 5 feet.
You gain 1 class point.
You can expose yourself to danger to get a perfect shot. Whenever a creature makes an attack against you, you can allow that creature to make the attack with advantage.
If the attack misses, you can immediately make an attack against that creature without expending a reaction. On a hit, that attack is considered a critical strike.
You gain 1 class point.
You've refined your deadly gun-play to allow certain shots to pierce through foes and continue on to damage others. Make an attack roll using ammo for a single target spell. If the attack hits, you make an attack roll with disadvantage against every creature directly behind the target within your first range increment.
You gain 1 class point.
Your Dexterity score increases by 2, to a maximum of 22.
You gain 1 class point.
You learn to trade accuracy for fast shots. If you take the Attack action on your turn and have advantage on an attack roll against against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.
When you score a critical hit against a creature using a longcaster, you can choose to make this a killing blow. If the creature has less than 100 hit points, it dies. Otherwise, it takes 10d10 additional damage. Elementals, oozes, and creatures which lack nervous systems or vital organs take no additional damage from this ability. Once you use this ability, you must finish a short or long rest before using it again.
Level | Class Points | Abilities | Optional Abilities |
---|---|---|---|
1 | 0 | Marksman, Sharpshooter | --- |
2 | 2 | --- | Trick Shot, Quick Draw, Headshot, Ammo Recovery, Critical Shot, Poker Face, Heavy Caliber, Close Quarters Shooter, Take Aim |
3 | 3 | Gun-Ko | Dodge Roll, Artillerist, Secret Agent, Eagle Eye |
4 | 3 | Ability Score Improvement | --- |
5 | 4 | --- | Extra Attack, Ricochet, Lock N' Load |
6 | 5 | --- | --- |
7 | 7 | --- | Evasion, Skilled Rider |
8 | 7 | Ability Score Improvement | --- |
9 | 8 | --- | --- |
10 | 9 | --- | Diabler, Half-Cocked |
11 | 9 | Sharpshooter Improvement, Blind Shot | --- |
12 | 9 | Ability Score Improvement | --- |
13 | 10 | --- | Bigger Boom |
14 | 11 | --- | Cold Shooter |
15 | 12 | --- | Piercing Shot |
16 | 12 | Ability Score Improvement | --- |
17 | 13 | --- | Improved Agility |
18 | 13 | Adrenaline | --- |
19 | 13 | Ability Score Improvement | --- |
20 | 14 | --- | Rapid Shot, Killing Blow |