{"name":"Gunslinger","overview":"A fast, agile, ranged combatant that specializes in firearms.","hit_dice":"1d8","hit_points_at_1st_level":"12 + CON MOD","hit_points_at_higher_levels":"1d8 + CON MOD","armor_proficiencies":"Light, Medium.","weapon_proficiencies":"Firearm.","tools":"Tinker's Tools","saving_throws":"Dexterity, Charisma","skills":"Choose 3 from: Perception, Intimidation, Acrobatics, Athletics, Persuasion.","starting_equipment":"A revolver [b]or[\/b] pistol\r\nStudded Leather [b]or[\/b] Chainmail\r\nA bag of 40 Bullets.","spellcasting":"No.","class_features":"[b]Firearm Proficiency - Level 1[\/b]\r\n[br]\r\nGain Proficiency with firearms.\r\n[hr][b]Headshot - Level 1[\/b]\r\n[br]\r\nWhen landing a critical hit, you can instead just double the damage.\r\n[hr][b]Grit Points - Level 2[\/b]\r\n[br]\r\nYou gain \"Grit Points\" that can be used to perform certain class features. You start with 5 + WIS MODIFIER. You can + CHA MOD every 3 levels.\r\n[hr][b]Trick Shots - Level 2[\/b]\r\n[br]\r\nYou gain the ability to perform certain trick shots that improve your firearm magically. These all cost 1 Grit Point.\r\nThe Trick Shots you gain at level 2 you can use are:\r\n\r\n\r\n[i]- Violent Shot[\/i]\r\n[br]\r\nWhen you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm\u2019s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.\r\n[br]\r\n\r\n[i]- Forceful Shot[\/i]\r\n[br]\r\nWhen you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw of 10 + YOUR CHA MOD or be pushed 15 feet away from you.\r\n[br]\r\n\r\n[i]- Piercing Shot[\/i]\r\n[br]\r\nWhen you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm\u2019s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.\r\n[br]\r\n\r\n[i]- Contender[\/i]\r\n[br]\r\nA single, powerful shot that implodes inside the target, paralyzing them, stunning them until it is your turn again. This also deals an extra 1d6 damage. they must roll a CON save(12 + DEX MOD), if they succeed they do not get paralyzed.\r\n[hr]Very Accurate Targeting Shots - Level 3\r\n[br]\r\nYou can use this to aim very easily at a specific target, gaining advantage against them for 3 rounds. You can use this once per long rest. Uses 1 Grit Point.\r\n[hr]Gunzerker - Level 3\r\n[br]\r\nYou can dual wield one-handed guns. If you hold a two handed firearm in one hand and fire it, it will be knocked away from your hand.\r\n[hr][b]Bullseye - Level 3[\/b]\r\n[br]\r\n[b]Important Skill - Do Not forget about this, Ryan![\/b]\r\nPlace a mark onto a target, and when you deal damage to them, you add an extra 1d6. Can be used 3 times per battle. Does not take an action.\r\n[hr][b]Combat Knife - Level 3[\/b]\u00a0\r\n[br]\r\nDo a flurry of swipes and stabs with a combat knife, dealing 5d4 slashing damage. Can be used once per long rest.\r\n[hr][b]Gunslingers Buddy - Level 3[\/b]\r\n[br]\r\nGet a friend.\r\n[hr][b]Ability Score Improvement - Level 4[\/b]\r\n[br]\r\nGain a feat or 2 stat points.\r\n[hr][b]Ricochet - Level 5[\/b]\r\n[br]\r\nWhen you land an attack on an enemy, you can ricochet the bullet to another enemy within 15ft. of the original target. Uses 2 Grit Points.\r\n[hr][b]Speed Shot - Level 5[\/b]\r\n[br]\r\nYou can shoot twice with one attack action.\r\n[hr][b]Quick Fix - Level 5[\/b]\r\n[br]\r\nYou can use a bonus action to repair tools instead of an action.\r\n[hr][b]Ability Score Improvement - Level 7[\/b]\r\n[br]\r\nGain a feat and 2 stat points.\r\n[hr][b]Bullet Time - Level 8[\/b]\r\n[br]\r\nEntered a slowed time, gaining advantage with everything and gaining another action. You can use this once per long rest.\r\n[hr]","subclass_options":"[h3]Path of the Quick Shot[\/h3]\r\nYou learn how to dish out as much shots as you can in a short amount of time.\r\n[hr]Dual Wielding Expertise - Level 3\r\n[br]\r\nYou gain advantage with attack rolls while dual wielding sidearms and an attack action uses both of your guns.\r\n[hr]Quick Shots - Level 3 \r\n[br]\r\nYou can attack 3 times for one attack action.\r\n[hr]Speed Cola - Level 3\r\n[br]\r\nYou can reload using a bonus action instead of an action, this applies to both guns in one bonus action.\r\n[hr]High Noon - Level 5\r\n[br]\r\nCharge this up for 2 turns. When it has been 2 turns, fire 6 shots from any sidearm, if the amount of ammo inside is not enough, it just shoots what's in the clip\/barrel. Every shot is a critical. Costs 6 Grit points.\r\n[hr]Golden Gun - Level 6\r\n[br]\r\nRaise your gun into the air, draining energy from you, turning it golden. This increases the damage dealt by that firearm by 1d10, this lasts 4 rounds. This costs 3 Grit points.\r\n[hr]","table_data":"","source":"","jsondata":"","tags":"","isShared":"on","templateId":"5460","blockId":"751922","world":"4d88b12c-93bc-499f-aa9e-5bdcfaf3f010","folder":""}