The stars of Pash-Mara
Level Prf Bonus Features Grit
1st +2 Firearm Tinker, Gun Tactics -
2nd +2 Grit, Focus Shot +2
3rd +2 Gunslinger Specialty +2
4th +2 Ability Score Improvement +2
5th +3 Extra Attack +3
6th +3 Ability Score Improvement +3
7th +3 Gunslinger Specialty Feature +3
8th +3 Ability Score Improvement +3
9th +4 Tactical Shots +4
10th +4 Gunslinger Specialty Feature +4
11th +4 Trigger Expert +4
12th +4 Ability Score Improvement +4
13th +5 Improved Grit And Focus Shot +5
14th +5 Ability Score Improvement +5
15th +5 Gunslinger Specialty Feature +5
16th +5 Ability Score Improvement +5
17th +6 Endure Pain +6
18th +6 Gunslinger Specialty Feature +6
19th +6 Ability Score Improvement +6
20th +6 Master Shooter +6
You can make a Gunslinger by following these suggestions. Firstly, make Dexterity your highest ability score, followed by Intelligence. Secondly, take the Folk Hero background.
Hit Dice: 1d10 per Gunslinger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Gunslinger level after 1st
You are proficient with the following items, in addition to any proficiencies provided by your race or background.
Armor: Light Armor, Medium Armor, shields
Weapons: Simple Weapons, Shortsword, Scimitar, Rapier, Sidearms, Longarms
Tools: Tinker’s Tools
Saving Throws: Dexterity, Intelligence
Skills: Choose two skills from History, Insight, Intimidation, Perception, stealth, and Sleight of Hand.
You start with the following items, plus anything provided by your background.
(a) A sidearm (b) A Longarm
(a) a Dungeoneer’s Pack or (b) an Explorer’s Pack
(a) a shortsword or (b) a shield or © a simple weapon (d) a sidearm
Leather Armor, Tinker’s Tools, a holster and ammo bandolier with 50 heavy or light bullets
Starting at 1st level, you have become capable with crafting and maintaining your fire arms. You are able to craft firearms and ammunition with tinker’s tools and while using tinkers tools, you can add double the proficency bonus for tinker’s tool checks.
You adopt a particular style to firing your firearm. Choose a gun tactic from the list of optional features. You can’t take the same gun tactic option more than once, even if you get to choose again.
You gain a +2 to attack rolls with longarms
When wielding a sidearm in one hand and no other weapons, you get a +2 bonus to your attack rolls with sidearms.
You can now weild a longarm with a shield (unless it has the heavy property), however you must use a bonus action to brace the longarm on the shield to preform a ranged attack.
Breach And Clear
When you make an attack with a firearm at a creature within 30 feet of you and you roll a 1 or 2 on the damage die, you can reroll the damage die and must take the new roll, even if the number is a 1 or a 2.
You create a sharp spear point and attach it onto the tip of your longarm. Your longarm gains the reach property and you are considered proficient in improvised weapons if your are not already. You may now preform melee attacks that deal 1d8 piercing damage.
When you make an attack using a sidearm with the light property in your off hand, you can add your ability modifier to the attack. If you are wielding 2 sidearms, with the off hand carrying the light property, you can now use your bonus action to reload both of your sidearms.
You battle with a keen and relaxed mind, even when the odds turn unfavorable, you will complete what you started by any means neccessary. Starting at 2nd level you gain a number of Grit points equal to your proficiency bonus. The number of grit points you have can never exceed your proficiency bonus.
Grit points are used to fuel certain class features, such as Focus Shot. You will gain more features that will require grit points as you progress through levels.
Some grit features require your target to make a saving throw to resist your feature’s effects. The saving throw DC is as followed:
Any expended grit points will refill after taking a short or long rest. Additionally, you regain 1 grit point buy reducing an opposing creatures health to 0 or fewer.
Grit Save DC=8 + proficiency + your Intelligence Modifier
Also starting at 2nd is the ability to take patience over rapidly firing. You can spend 1 grit point to take your next attack action with advantage.
A gunslinger is only as good as how much experience they gained over their time training and adventuring. At 3rd level, you decide to which path your gunslinger walks down upon to complete their mission. Choose from the Vanguard Speciality, Warden Speciality, sharpshooter or the Spellshooter Speciality. Your choice grants you a unique feature at 3rd level. it also grants you other features gained on 7th, 10th, and 15th levels. Details of the Gunslinger Specialties will be listed at the end of the gunslingers class description
Ability Score Improvement
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 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.
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
At 9th level, You honed your skills with a firearm to make percise shots at your target to either destabilize or disrupt them. When making an attack with a firearm, you can spend a grit point to add an additional effect based on where you decided to hit on the targets body.
Armshot: On a hit, the target must make a constitution saving throw or drop a single held item of your choice.
Headshot: On a hit, the target must make a Constitution saving throw or have disadvantage on attacks made until the start of your next turn.
Legshot: On a hit, the target must make a Constitution saving throw or be knocked prone.
Gutshot: On a hit, the target must make a Constitution saving throw or have disadvantage on Strenght and Dexterity ability checks until the beginning of your next turn.
Wingshot: On a hit, the target must make a Constitution saving throw or fall 60 feet. Creatures of Huge and larger automatically succeed on the saving throw.
You have mastered the ever simple, but very heavy trigger of your firearms and you will unleash a storm of lead on your foes. At 11th level, you get to make an additional ranged attack with sidearms and longarms as long as you have a minimum of 1 bullet in the chamber of the firearm.
Any other weapon that is not considered a sidearm or longarm cannot use this feature.
Improved Grit And Focus Shot
On 13th level, you have practiced with your firearms, improving on the basic techniques of ballistics and dynamics to maximize your guns effectiveness. When you use Focus Shot, you can spend an additional grit point to add an extra damage die on top of the weapons damage.
Additionally, if you get a critical hit when using a firearm, you can regain 1 grit point up to your current maximum.
You travled and experienced the grandest and most painful wounds to a point of figuring out a way to cheat death even in the smallest way. At 17th level, When your health reaches 0, once per long rest, you can spend half of your grit points (rounded down) to avoid falling unconcious or outright dying. You also regain hit points equal 5x the amount of grit points spent.
(1 Grit=5 HP)
You have reached the pinnicle of expert marksmen in your own style. At 20th level, If you have no grit points when entering combat, you now gain half of your maximum grit points back.
A class that wants to multiclass into a gunslinger will need to have 13 Dexterity and 13 Intelligence.
Classes that multiclass into a gunsliger gain the following proficiencies:
light Armor, Medium Armor, Shields, Sidearms, Longarms.