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Gunslinger - (Korodel)

Class Description

Some say that there is no skill behind the man with the gun, that it is a cheap and undignified chance-based form of combat and that anyone could use one. Gunslingers are normally the ones to shoot such people. With great skill and power, a gunslinger cares first for his weapons of choice then for themselves, but that care is not unrewarding for combined they truly are a force to be afraid off. Some strike forwards thirsting for close combat, while others strike terror into their enemy’s, unseen from afar. There is a gun for every gunslinger, and a bullet for every one of their victims. Just hope you are not one of them.

Class Features

Hit Points & Dice:

1d8 per Gunslinger level Hp at 1st level: 8 + Constitution Mod. Hp after 1st level: 1d8 + Constitution Mod.

Proficiencies:

Armour: Light armour, Medium armour Weapons: Guns Tools: Tinker’s Tools Saving Throws: Dexterity, Wisdom Skills: Choose two from: Acrobatics, Athletics, History, Insight, Perception, Sleight of Hand, Stealth and Survival.

Equipment:

You start with the following equipment, in addition to the equipment granted by your background: - (a) Leather Armour or (b) Hide Armour - (a) a dungeoneer’s pack or (b) an explorer’s pack A Revolver, a Rifle, 12 revolver bullets, 6 Rifle bullets, and Tinker’s Tools

Levelling Table

Level Proficiency Bonus Features
1 +2 Firearm Expertise, Gunslingers Favourite
2 +2 Quick Reload, Trick shots
3 +2 Gunslinger Archetypes
4 +2 Ability Score Improvement
5 +3 Extra Attack
6 +3 Ammunition Expert
7 +3 Archetype Feature
8 +3 Ability Score Improvement, Master Evasion
9 +4 Ammunition Expert Improvement
10 +4 Gunslingers Stride
11 +4 Gunslingers Mark, Extra Attack
12 +4 Ability Score Improvement
13 +5 Archetype Feature
14 +5 Low Profile
15 +5 Archetype Feature
16 +5 Ability Score Improvement
17 +6 Ammunition Expert Improvement
18 +6 Archetype Feature, Gunslingers Insight
19 +6 Ability Score Improvement
20 +6 Archetype Feature

Features

Starting Gun Table:

Gun Type: Name: Accurate Range: Ammo Capacity Damage Roll: Reload Time
Revolver Anaconda 5-40ft 8 Bullets 1d4+4 Bonus Action
Revolver Python 10-45ft 8 Bullets 1d4+3 Action
Revolver Taurus 5-35ft 6 Bullets 1d5+3 Bonus Action
Revolver Diamondback 15-60ft 6 Bullets 1d4+3 Bonus Action
Revolver Remington 15-70ft 6 Bullets 1d4+2 Bonus Action
Revolver Redmister 20-80ft 8 Bullets 1d5 Action
Revolver Silverhorn 5-100ft 6 Bullets 2d3+2 Bonus Action
Revolver Tornheart 10-100ft 8 Bullets 1d6+2 Action
Revolver Slimhilt 5-80ft 6 Bullets 2d3+2 Bonus Action
Revolver Astra 15-90ft 6 Bullets 2d3+4 Bonus Action
Revolver Hazekiller 5-110ft 6 Bullets 4D2+4 Action
Rifle BloodSeeker 20-150ft 8 Rounds 2D10+10 Action
Rifle Redline 40-260ft 6 Rounds 2D20+4 Action
Rifle Dew 80-330ft 6 Rounds 3D20+5 Action
Shotgun Infiltrator 30ft 6 Shells 2D12+10 Action
Shotgun Shortstock 10ft 8 Shells 4D10+10 Action