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Class Gunslinger
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Your Subclass is chosen at Level 3 and defines your Gunslinger's identity beyond raw marksmanship.
- High Roller — Poker Face, Liar's Dice, Risky Business, Risk Taker
- Spellslinger — Spellcasting, Bang You're Dead!, Spellshot, Counter-Mage
- White Hat — Lay Down the Law, Steely-Eyed, Reach for the Skies, Long Arm of the Law
| TRAIT | DETAIL |
|---|---|
| Primary Ability | Dexterity |
| Hit Point Die |
|
| Saving Throw Proficiencies | Dexterity and Charisma |
| Skill Proficiencies | Choose 2: Acrobatics, Animal Handling, Athletics, Deception, Insight, Intimidation, Perception, Persuasion, Sleight of Hand, or Stealth |
| Weapon Proficiencies | Simple weapons, Longbows, Hand Crossbows, and Heavy Crossbows (Pistols and Muskets use the Hand Crossbow and Heavy Crossbow proficiencies) |
| Armor Training | Light armor |
| LEVEL | FEATURE |
|---|---|
| 1 | Firearm Expert, Quick Draw |
| 2 | Fighting Style, Weapon Mastery, Critical Shot, Risk |
| 3 | Gunslinger Subclass |
| 4 | Ability Score Improvement |
| 5 | Extra Attack, Gut Shot |
| 7 | Evasion |
| 9 | Critical Shot (18–20) |
| 11 | Overkill |
Firearm Expert You can add your ability modifier to the damage rolls of weapon attacks made with firearms.
Quick Draw You gain a flat +5 bonus to Initiative rolls (not Advantage).
Fighting Style Choose one Fighting Style.
Weapon Mastery Choose two firearms whose Mastery properties you can apply when you attack with them. Mastery choices are made in the level-up screen and are locked in afterwards — they can't be swapped on a Long Rest.
Critical Shot Your attack rolls with Ranged weapons can score a Critical Hit on a roll of 19 or 20 on the d20.
At Gunslinger level 9, your attack rolls with Ranged weapons score a Critical Hit on a roll of 18–20.
Risk Risk Dice start as four d8 dice. A Risk Die is expended when you use it, and you regain all expended Risk Dice when you finish a Short or Long Rest.
As you gain levels, both the number of dice and their size increase:
- Levels 2–5: Four d8 dice
- Levels 6–9: Five d8 dice
- Levels 10–12: Five d10 dice
Risk unlocks a set of maneuvers you can spend dice on:
| MANEUVER | EFFECT |
|---|---|
| Bite the Bullet | Expend one Risk Die to gain Temporary HP equal to the roll + your Gunslinger level. |
| Blindfire | Expend one Risk Die to gain Blindsight (30 ft) until end of turn. |
| Dodge Roll | Expend one Risk Die to reposition. |
| Grazing Shot | Interrupt: on a missed ranged attack, expend one Risk Die plus one separate Grazing Shot charge to still deal damage equal to a Risk Die roll + your Dexterity modifier. |
| Maverick Spirit | Interrupt: expend one Risk Die plus one separate Maverick Spirit charge for a reactive benefit. |
| Skin of Your Teeth | Interrupt: expend one Risk Die plus one separate Skin of Your Teeth charge to survive. |
Risk is the Gunslinger's primary resource — a dice pool that replenishes on Short Rest and fuels both offensive and defensive maneuvers. Grazing Shot, Maverick Spirit, and Skin of Your Teeth are gated by an additional, separate 1-charge resource each — beyond spending a Risk Die, each of these three specific maneuvers is also capped independently, so you can't use any of them more than once between rests even with Risk Dice still in your pool.
You choose a Subclass that defines your style beyond raw marksmanship. See Subclasses below.
Extra Attack You can attack twice, instead of once, whenever you take the Attack action on your turn.
Gut Shot Whenever you score a Critical Hit against a Large or smaller creature with a ranged attack using a weapon, the projectile lodges itself in the target. For 3 turns, its Speed is halved and it has Disadvantage on attack rolls.
Evasion When you're 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.
Critical Shot (Upgrade) Your attack rolls with Ranged weapons now score a Critical Hit on a roll of 18, 19, or 20 on the d20.
Overkill When you deal damage with a Ranged weapon that doesn't add your ability modifier to the roll, you add your ability modifier nonetheless. If you already add your modifier to the damage roll, the target takes an extra 1d8 damage of the weapon's type.
The Gunslinger's defining resource is Risk — a Short Rest dice pool that fuels maneuvers across multiple encounters per Long Rest cycle. Bite the Bullet (TempHP), Dodge Roll (repositioning), and Grazing Shot (interrupt that salvages a missed ranged attack into damage) distribute value across combats rather than concentrating it in a single high-impact turn. Grazing Shot, Maverick Spirit, and Skin of Your Teeth each have their own separate once-per-rest charge on top of the Risk Die cost, so don't count on chaining more than one use of each between rests.
Critical Shot at Level 2 (19-20) into Gut Shot creates a compounding payoff: the critical hit lodges the bullet, imposing Disadvantage on the target's attacks for 3 turns — which increases the probability of subsequent crits on that same Disadvantaged target. At Level 9, Critical Shot expands to 18-20.
Subclass defines the secondary identity:
- High Roller — variance amplifier; Liar's Dice doubles damage on a d20 roll of 10+, Risky Business regenerates Risk Dice from Disadvantage attacks
- Spellslinger — INT-based Wizard spell access layered on the martial chassis; Spellshot swaps one attack per turn for a cantrip
- White Hat — party protector; Lay Down the Law fires a ranged Reaction attack when an ally is hit, granting TempHP equal to the Risk Die roll
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