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Gunslinger: Heavyarms

Class Features

As a gunslinger, you gain the following class features.  

Hit Points

Hit Dice: 1d8 per gunslinger level   Hit Points at 1st Level: 16 + your Constitution modifier   Hit Points at Higher Levels: 1d8 + your Constitution modifier per rogue level after 1st  

Proficiencies

Armor: Light armor   Weapons: simple weapons, firearms, whips   Tools: Thieves' tools, tinker's tools, and one type of gaming set   Saving Throws: Dexterity, Charisma   Skills: Choose two from Animal Handling, Athletics, Insight, Intimidation, Perception, Sleight of Hand, Stealth, and Survival  

Martialist

Drawing on your willp and your expierences of fighting, you fight with the martial prowess of a legendary duelist.  

Martial Talents

At 1st level, you know two Martial Talents of your choice from the Gunslinger Talent list. When you gain certain levels in this class you gain additional Martial Talents of your choice, as shown in the Talents known column of the Gunslinger table. A level prerequesite for a Gunslinger talent refers to your level in this class. If a talent is accessible to multiple classes, you may add your levels in all classes that have accces to that talent to your total level for the purpose of meeting that talent's level requirements.  

Martialist Ability

Choose Dexterity is your martialist ability for your martialist talents, so you use Dexterity whenever a talent refers to your martialist ability. In addition, you use your Dexterity modifier when setting the saving throw DC for a fighter talent you use and when making an attack roll with one.   Martialist Save DC = 8 + your proficiency bonus + your Dexterity modifier   Talent attack modifier = your proficiency bonus + your Dexterity Modifier  

Deadeye

Starting at 1st level you find your flow in fights with deadly efficiency. Whenever you hit a creature with a ranged weapon attack, the lowest number you must roll on the d20 to score a critical hit with subsequent ranged weapon attacks decreases by one. You can gain this benefit multiple times, but it can’t reduce the threshold for scoring a critical hit below 16.   You lose this benefit if you miss with an attack, you become incapacitated, or if your turn ends and you haven’t attacked a creature since your last turn.   From 14th level, whenever you gain this benefit, you can gain it one additional time, but it still can’t reduce the threshold for scoring a critical hit below 16.  

Bad Medicine

You can roll one additional weapon damage die when determining the extra damage for a critical hit with a firearm. The number of additional dice increases as you gain levels in this class, as shown in the Bad Medicine column of the Gunslinger table.  

Grit

The hard-fought battles of your past have instilled in you a wellspring of resolve, which is represented by grit points. You have a number of grit points equal to 1 + your Wisdom modifier (minimum of 1 point).   You can spend these points to fuel various grit features. You start knowing four such features: Buck Up, Bullet Time, Covering Fire, and Dodge Roll. You learn more grit features as you gain levels in this class.   When you spend a grit point, it is unavailable until you regain it. You regain 1 expended grit point whenever you score a critical hit against a hostile creature, and you regain all expended grit points when you finish a short or long rest.   Buck Up. You can spend 1 grit point as a bonus action to spend one or more Hit Dice, following the normal rules for regaining hit points using Hit Dice. The maximum number of Hit Dice you can spend each time you use this feature equals your proficiency bonus.   Bullet Time. When a creature you can see makes a ranged attack against you, you can spend 1 grit point to impose disadvantage onthe attack roll.   Covering Fire. While you are holding a firearm, when a creature you can see within 60 feet of you makes an attack against a creature other than you, you can spend 1 grit point as a reaction to impose disadvantage on the attack roll.   Dodge Roll. You can spend 1 grit point as a bonus action to move up to 10 feet without provoking opportunity attacks. You can’t take this bonus action if your speed is 0.  

Quickdraw

Startiing at 2nd level, you have advantage on initiative rolls. In addition, whenever you draw or stow a firearm, you can draw or stow any number of weapons as part of the same move or action.  

Gunslinger Trail

At 3rd level you choose a path to walk: Maverick, Beastrider, Enforcer, Preacher, or Revelator, each of which is detailed at the end of the class’s description. Your choice grants you features at 3rd level and again at 6th, 10th, and 17th level.  

Ability Score Improvement

At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Lock n’ Load

At 5th level, you can load or reload a firearm you are holding as part of your move or your action.  

Ace in the Hole

Starting at 7th level, once per turn when you miss with an attack roll, you can spend 1 grit point to add your Wisdom modifier to the roll, potentially turning the miss into a hit.  

Born Lucky

At 9th level, when you are forced to make a saving throw, you canspend 1 grit point to make it with advantage.  

Frontier Justice

When you reach 11th level, when a creature you can see willingly moves into a space within 10 feet of you while you are wielding a firearm, you can use your reaction to make one ranged weapon attack against that creature.  

Skullcracker

Starting at 13th level, when you deal damage with a ranged weapon attack to a creature that is concentrating, the target has disadvantage on the saving throw it makes to maintain its concentration. If the attack is a critical hit, the target automatically fails this saving throw.  

Cheat Death

Beginning at 15th level, when you are reduced to 0 hit points but not killed outright, you can spend 1 grit point to drop to 1 hit point instead. Each time you do so, you gain 1 level of exhaustion.  

True Grit

When you reach 18th level, when you start your turn and have no grit points remaining, you regain 1 grit point.  

Golden Gun

upon reaching 20th level you have advantage on ranged weapon attack rolls while the threshold for scoring a critical hit is 16 or lower.  

Gunslinger Trails

  Maverick   Beastrider   Enforcer   Preacher   Revelator