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Gunslinger Features in Dungeons & Dragons 5e

Gunslinger Features

ACTIVE


Risk: Your Risk Dice total is 5d8. (5d10@LVL10, 6d10@LVL14,6d12@LVL18)
You can use these Risk Dice to perform incredible feats of daring, and regain all expended Risk Dice at the end of a Long Rest. Once on each of your turns, you can expend a Risk Die to perform a Deed of your choice. Your deed options are detailed in the Deeds section of your Spellbook

Extra Attack: Beginning at 5th level, can attack twice whenever attack action is taken on turn

Fan the Hammer: At 3rd level, when you take the Attack action on your turn to attack with a firearm, you can use your bonus action to make two additional firearm attacks with disadvantage. These additional attacks always have disadvantage, regardless of circumstance. This weapon can’t have the Automatic or Two-Handed property. The number of bonus attacks you can make with disadvantage increases as you gain levels in this class. At 10th level, you can make 3 additional attacks and at 14th level you can make 4 additional attacks.

Speed Loader: Starting at 7th level, you have mastered the art of quickly reloading your weapon. On your turn, you can reload a single one-handed firearm without using an action or bonus action.

PASSIVE


Critical Shot:Firearm attacks score a critical hit on a roll of 19 or 20. Increase at level 9

Quick Draw: Advantage on Initiative. Free action to draw or stow two weapons on initiative or during action

Poker Face: Advantage on skills and saves to see your motives, perceive your emotions, or read your thoughts

Point Blank Shot: You don't suffer disadvantage from making a ranged attack with a firearm while you are within 5 feet of a hostile creature.

Evasion: You can nimbly dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw totake only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Gut Shot: Whenever you score a critical hit on a Large or smaller creature using a firearm, the target of that attack is Restrained until the beginning of your next turn.

A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage. The creature has disadvantage on Dexterity saving throws.


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