# Gunslinger
*Source: The Gunslinger Class*
> [!tldr] Class and Feature Progression
>
> <table class="class-progression">
> <thead>
> <tr><th colspan='4'></th></tr>
> <tr class="class-progression"><th class"level">Level</th><th class"pb">PB</th><th class"feature">Features</th><th class="value">Bad Medicine</th></tr>
> </thead><tbody>
> <tr class="class-progression"><td class"level">1st</td><td class"pb">+2</td><td class"feature"><a href='#Deadeye (Level 1)' class='internal-link'>Deadeye</a>, <a href='#Bad Medicine (Level 1)' class='internal-link'>Bad Medicine</a></td><td class="value">1</td></tr>
> <tr class="class-progression"><td class"level">2nd</td><td class"pb">+2</td><td class"feature"><a href='#Grit (Level 2)' class='internal-link'>Grit</a>, <a href='#Quickdraw (Level 2)' class='internal-link'>Quickdraw</a></td><td class="value">1</td></tr>
> <tr class="class-progression"><td class"level">3rd</td><td class"pb">+2</td><td class"feature"><a href='#Gunslinger Trail (Level 3)' class='internal-link'>Gunslinger Trail</a></td><td class="value">2</td></tr>
> <tr class="class-progression"><td class"level">4th</td><td class"pb">+2</td><td class"feature"><a href='#Ability Score Improvement (Level 4)' class='internal-link'>Ability Score Improvement</a>, <a href='#Proficiency Versatility (Level 4)' class='internal-link'>Proficiency Versatility</a></td><td class="value">2</td></tr>
> <tr class="class-progression"><td class"level">5th</td><td class"pb">+3</td><td class"feature"><a href='#Extra Attack (Level 5)' class='internal-link'>Extra Attack</a>, <a href='#Lock N' Load (Level 5)' class='internal-link'>Lock N' Load</a></td><td class="value">3</td></tr>
> <tr class="class-progression"><td class"level">6th</td><td class"pb">+3</td><td class"feature"><a href='#Gunslinger Trail feature (Level 6)' class='internal-link'>Gunslinger Trail feature</a></td><td class="value">3</td></tr>
> <tr class="class-progression"><td class"level">7th</td><td class"pb">+3</td><td class"feature"><a href='#Ace In The Hole (Level 7)' class='internal-link'>Ace In The Hole</a></td><td class="value">3</td></tr>
> <tr class="class-progression"><td class"level">8th</td><td class"pb">+3</td><td class"feature"><a href='#Ability Score Improvement (Level 8)' class='internal-link'>Ability Score Improvement</a></td><td class="value">3</td></tr>
> <tr class="class-progression"><td class"level">9th</td><td class"pb">+4</td><td class"feature"><a href='#Born Lucky (Level 9)' class='internal-link'>Born Lucky</a></td><td class="value">4</td></tr>
> <tr class="class-progression"><td class"level">10th</td><td class"pb">+4</td><td class"feature"><a href='#Gunslinger Trail feature (Level 10)' class='internal-link'>Gunslinger Trail feature</a></td><td class="value">4</td></tr>
> <tr class="class-progression"><td class"level">11th</td><td class"pb">+4</td><td class"feature"><a href='#Frontier Justice (Level 11)' class='internal-link'>Frontier Justice</a></td><td class="value">4</td></tr>
> <tr class="class-progression"><td class"level">12th</td><td class"pb">+4</td><td class"feature"><a href='#Ability Score Improvement (Level 12)' class='internal-link'>Ability Score Improvement</a>, <a href='#Proficiency Versatility (Level 12)' class='internal-link'>Proficiency Versatility</a></td><td class="value">4</td></tr>
> <tr class="class-progression"><td class"level">13th</td><td class"pb">+5</td><td class"feature"><a href='#Skullcracker (Level 13)' class='internal-link'>Skullcracker</a></td><td class="value">5</td></tr>
> <tr class="class-progression"><td class"level">14th</td><td class"pb">+5</td><td class"feature"><a href='#Deadeye Improvement (Level 14)' class='internal-link'>Deadeye Improvement</a></td><td class="value">5</td></tr>
> <tr class="class-progression"><td class"level">15th</td><td class"pb">+5</td><td class"feature"><a href='#Cheat Death (Level 15)' class='internal-link'>Cheat Death</a></td><td class="value">5</td></tr>
> <tr class="class-progression"><td class"level">16th</td><td class"pb">+5</td><td class"feature"><a href='#Ability Score Improvement (Level 16)' class='internal-link'>Ability Score Improvement</a>, <a href='#Proficiency Versatility (Level 16)' class='internal-link'>Proficiency Versatility</a></td><td class="value">5</td></tr>
> <tr class="class-progression"><td class"level">17th</td><td class"pb">+6</td><td class"feature"><a href='#Gunslinger Trail feature (Level 17)' class='internal-link'>Gunslinger Trail feature</a></td><td class="value">6</td></tr>
> <tr class="class-progression"><td class"level">18th</td><td class"pb">+6</td><td class"feature"><a href='#True Grit (Level 18)' class='internal-link'>True Grit</a></td><td class="value">6</td></tr>
> <tr class="class-progression"><td class"level">19th</td><td class"pb">+6</td><td class"feature"><a href='#Ability Score Improvement (Level 19)' class='internal-link'>Ability Score Improvement</a>, <a href='#Proficiency Versatility (Level 19)' class='internal-link'>Proficiency Versatility</a></td><td class="value">6</td></tr>
> <tr class="class-progression"><td class"level">20th</td><td class"pb">+6</td><td class"feature"><a href='#Golden Gun (Level 20)' class='internal-link'>Golden Gun</a></td><td class="value">6</td></tr>
> </tbody></table>
^class-progression
## Hit Points
- **Hit Dice**: 1d8 per Gunslinger level
- **Hit Points at First Level:** 8 + CON
- **Hit Points at Higher Levels:** add 5 OR 1d8 + CON (minimum of 1)
## Starting Gunslinger
- **Saving Throw Proficiencies**: Charisma, Dexterity
- **Skill Proficiencies**: *Choose 2:* Animal Handling, Athletics, Insight, Intimidation, Perception, Sleight of Hand, Stealth, or Survival
- **Weapon Proficiencies**: Simple weapons, firearms, and whip
- **Tool Proficiencies**: Thieves' tools, tinker's tools, or one type of gaming set
- **Armor Training**: Light armor
**Starting Equipment:** You start with the following items, plus anything provided by your background.
- a leather armor and a simple weapon
- a [Pistol, sidearm](/3-Mechanics/CLI/items/pistol-sidearm-ha-gs.md) and 20 [Rounds](/3-Mechanics/CLI/items/rounds-ha-gs.md)
- (a) a [Pistol, hand cannon](/3-Mechanics/CLI/items/pistol-hand-cannon-ha-gs.md) and 20 [Rounds](/3-Mechanics/CLI/items/rounds-ha-gs.md) or (b) a repeating rifle and 20 [Rounds](/3-Mechanics/CLI/items/rounds-ha-gs.md) or (c) a sawed-off shotgun and 20 [Shotshells](/3-Mechanics/CLI/items/shotshells-ha-gs.md)
- (a) a dungeoneer's pack or (b) an explorer's pack
Alternatively, you may start with 6d4 x 10 gp to buy your own equipment.
## Multiclassing Gunslinger
**Ability Score Minimum:** Dexterity 13, Wisdom 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
- **Weapon Proficiencies**: simple weapons, firearms
- **Armor Training**: Light armor
## Gunslinger
An old saloon, scored with bullets and stained with blood, stands before a lone gunslinger. "Ike Williams, I've come for you!" she yells, cutting through the revelry within. As silence descends, she waits, the wind grasping at her scarf and spitting dust across her path. A hulking man pushes through the doors. "Heh," he sneers, fingering a gun at his hip. "And what's a little—" he begins, moving to draw, but she is faster, her fists full of roaring thunder.
In the hostelry's basement, an old man heaves himself from a copper bathtub, steam clinging to his scarred body. "Evil comes," he whispers in a cracked voice. The exclamations of his bathing companions are cut short by the sound of heavy, dragging footfalls overhead. The man mutters a brief prayer as he recovers his gun belt from a loose pile of clothes.
A mercenary gauges his final opponent through a haze of smoke. She returns his appraising stare from over her cards. She waits, biting on her cigar before throwing in a stack of chips, but her nervous chewing betrays the bluff. The man returns her smile. "All in."
With an aim as sharp as their wit, gunslingers pursue their own ends for their own reasons, beholden to no code except their own, and trusting no judgment save that learned through experience. The wild frontier breeds hard folk to hard ways, a dangerous land where life can hinge on a deal of the cards or the speed of the draw.
### Creating a Gunslinger
When building a gunslinger, consider how you came to live by the gun. Was it for justice? Fame? To protect someone or something you hold dear? And what drives you now? The reassuring clink of coin in your pocket? The righteous satisfaction of vanquishing evil? Maybe past transgressions weigh heavy on your heart, driving you to find redemption? Or do you seek revenge? Who is the character behind the gun?
#### Quick Build
You can make a gunslinger by following these suggestions. First, make Dexterity your highest ability score followed by Wisdom. Second, choose criminal or folk hero background.
## Class Features
### Deadeye (Level 1)
Starting at 1st level, In combat, you find your flow 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 4reduce 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 crit hit below 16
### Bad Medicine (Level 1)
Starting at 1st level, 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 (Level 2)
Starting at 2nd level, 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 HitDice 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 on the 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 (Level 2)
Starting 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 (Level 3)
Starting 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 (Level 4)
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
### Proficiency Versatility (Level 4)
_Source: The Gunslinger Class - Unearthed Arcana: Class Feature Variants p. 1_
*4th-level feature (enhances Ability Score Improvement)*
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
### Extra Attack (Level 5)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
### Lock N' Load (Level 5)
Starting at 5th level, You can load or reload a firearm you are holding as part of your move or your action.
### Gunslinger Trail feature (Level 6)
Starting at 6th level, you gain one feature granted by your Gunslinger Trail.
### Ace In The Hole (Level 7)
Starting at level 7th, 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.
### Ability Score Improvement (Level 8)
When you reach 8th 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.
If your DM allows the use of feats, you may instead take a feat.
### Born Lucky (Level 9)
Starting at 9th level, When you are forced to make a saving throw, you can spend 1 grit point to make it with advantage.
### Gunslinger Trail feature (Level 10)
At 10th level, you gain a feature granted by your Gunslinger Trail.
### Frontier Justice (Level 11)
Starting at 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.
### Ability Score Improvement (Level 12)
When you reach 12th 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.
If your DM allows the use of feats, you may instead take a feat.
### Proficiency Versatility (Level 12)
_Source: The Gunslinger Class - Unearthed Arcana: Class Feature Variants p. 1_
*12th-level feature (enhances Ability Score Improvement)*
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
### Skullcracker (Level 13)
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.
### Deadeye Improvement (Level 14)
Starting at 14th level, In combat, you find your flow 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 4reduce 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 crit hit below 16
### Cheat Death (Level 15)
Starting 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.
### Ability Score Improvement (Level 16)
Starting at 16th 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.
If your DM allows the use of feats, you may instead take a feat.
### Proficiency Versatility (Level 16)
_Source: The Gunslinger Class - Unearthed Arcana: Class Feature Variants p. 1_
*16th-level feature (enhances Ability Score Improvement)*
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
### Gunslinger Trail feature (Level 17)
At 17th level, you gain a feature granted by your Gunslinger Trail.
### True Grit (Level 18)
Starting at 18th level, When you start your turn and have no grit points remaining, you regain 1 grit point.
### Ability Score Improvement (Level 19)
When you reach 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.
If your DM allows the use of feats, you may instead take a feat.
### Proficiency Versatility (Level 19)
_Source: The Gunslinger Class - Unearthed Arcana: Class Feature Variants p. 1_
*19th-level feature (enhances Ability Score Improvement)*
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
### Golden Gun (Level 20)
Starting at 20th level, You have advantage on ranged weapon attack rolls while the threshold for scoring a critical hit is 16 or lower