Identity
Where Warriors and Rogues use guns as tools, the Gunslinger is the gun made flesh. Frontier sheriffs who keep a town's peace with a sun-edge revolver; Aurelion duelists who treat the pistol as the modern continuation of the rapier; Halcyion sharpshooters who clean and oil their coil-rifle like a hymnal; Black Meridian guns-for-hire whose only loyalty is the next contract. The Gunslinger does not channel and does not need to — the trigger is the channel, the round is the spell, and the trick shot is the signature.
Proficiencies
Level Progression
- L1Gunslinger's Eye
You read range, cover, and movement the way other people read faces. You have advantage on Wisdom (Perception) checks made to spot a hidden threat, a concealed weapon, or a creature attempting to take cover. When you make a ranged attack with a firearm, you ignore half cover.
Trick ShotYou know two **Trick Shots** of your choice from the list below. When you hit a creature with a firearm attack on your turn, you can expend one use of Trick Shot to apply the chosen rider to the hit. You can use Trick Shot a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest. The save DC, where called, is 8 + your proficiency bonus + your DEX modifier. You learn one additional Trick Shot at 7th level and one more at 13th level. **Trick Shots:** **Disarm** (target must succeed on a STR save or drop one held item of your choice within 5 ft of where it stood); **Slow Down** (target must succeed on a STR save or be pushed 10 ft directly away from you and have its speed halved until the end of its next turn); **Bullseye** (you ignore three-quarters cover on this attack and the attack scores a critical hit on a roll of 19 or 20); **Quickdraw** (you may immediately draw a second firearm and make one attack with it as part of this action); **Ricochet** (the round skips to a second target within Close range of the first; make a separate attack roll against the second target at the same modifier, on a hit it takes weapon damage but no Trick Shot rider).
- L2Reload Speed
Your hands know the magazine, the cylinder, and the heat-cell as well as they know the trigger. You treat the **loading** property of firearms as if it required no action. You can still only fire a weapon as many times per round as your attack count allows; this feature simply removes the action-tax of slotting fresh rounds.
- L3 Subclass featureGunslinger Specialty
Choose your Gunslinger Specialty — Frontier Marksman (lawman / bounty sheriff), Plasma Specialist (Tier IV energy weapons), Trickshot Outlaw (flamboyant showman), Hired Gun (mercenary professional), or Sharpshooter (precision long-range). Your Specialty grants features now and at 7th, 11th, 15th, and 18th level.
- L4 ASI / Feat
- L5Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks does not further increase from class features after 5th level (subclass features may grant additional attacks under specific conditions).
- L6Steady Aim
If you do not move on your turn (not counting movement of less than 5 ft to re-shoulder a weapon or step to your firing line), you have advantage on the first firearm attack roll you make on that turn. You cannot benefit from Steady Aim if you are mounted, in zero-gravity unanchored, or otherwise unable to plant your stance.
- L7 Subclass featureTrick Shot (3rd)
You learn one additional Trick Shot of your choice from the level-1 list. Your Specialty also grants its 7th-level feature.
- L8 ASI / Feat
- L9Lightning Reload
Reloading is no longer an action of any kind — even a heavy weapon's full magazine change takes only the motion of a held breath. Additionally, once per short rest, you may apply a Trick Shot rider to a firearm hit without expending one of your Trick Shot uses.
- L10Killing Eye Capstone
On the first round of any combat in which you roll initiative, you may take one additional firearm attack as part of your Attack action. The opening exchange is yours.
- L11 Subclass feature
- L12 ASI / Feat
- L13Long Shot
You extend the effective range bands of your firearms by one step: a weapon with Near normal range now reaches Far without penalty; a weapon with Far normal range now reaches Extreme without penalty. Disadvantage at the new outermost band still applies as normal for that weapon. You also learn one additional Trick Shot of your choice from the level-1 list.
- L14Disengage Master
When you take the Attack action with a firearm against a creature within Engaged range of you and you then move at least 10 ft directly away from that creature on the same turn, you do not provoke an opportunity attack from the creature you attacked. You still provoke attacks from other adjacent threats.
- L15 Subclass feature
- L16 ASI / Feat
- L17Improved Trick Shots
When you take the Attack action with a firearm, you may apply a Trick Shot rider to up to two of your attacks on that action (instead of the usual one per turn). Each application expends one use of Trick Shot. No single attack may carry more than one rider.
- L18 Subclass feature
- L19 ASI / Feat
- L20Living Trigger Capstone
Your firearm attacks score critical hits on a roll of 19 or 20. Once per long rest, as the start of your turn, you can declare a **Hammerfall**: in this turn you may take the Attack action and resolve up to four firearm attacks against one or more targets, each of which carries a Trick Shot rider of your choice without expending Trick Shot uses. Hammerfall ends at the end of the turn; ordinary attack limits resume on your next turn.