As a Gunslinger you gain the following proficentcies
Hit Dice: 1d6
Hitpoints at First Level: 6 + CON modifer
Hitpoints at Higher Level: 1d6(or 4) + CON modifer per Gunslinger level after first.
Weapons: All simple weapons and all fire arms
Tools: Artisan’s Tools (Gunsmith)
Saving Throws: DEX & CHA
Skills: Choose 3 from Acrobatics, Deception, Intimidation, Persuasion, Sleight of Hand, Stealth
You start with the following equipment in addition to the equipment granted by your background.
(A) A Revolver or (B) a Hunting Rifle or © a Coach Gun
(A) A Revolver or (B) any simple weapons
Studded Leather Armor and a set of gunsmithing tools
At 1st level you gain one of the following fighting styles.
Dueling: When you are wielding a pistol in one hand and nothing in the other you gain a +2 to initative rolls.
Sharpshot: You gain a +2 to attack rolls made with a Rifle.
Boomstick: You gain a +2 to damage rolls made with a Shotgun.
Twin Pistols: When you engage in two-weapon fighting you may add you ability modifer to the 2nd attack, so long as its a pistol. Pistols are considered light for when you are two-weapon fighting.
At 3rd level you choose where your story as a Guslinger will go, You gain an Archetype from the Gunslinger List. You gain traits at 3rd level, 7th level, 11th level and 15th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, and 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.
At 5th level you can attack twice instead of once when you make the attack action.
At 9th level, you can aim for critical parts of your target’s body. When you make an attack with a firearm you are proficient with on your turn, you can choose to aim for the target’s arm, head, leg, or torso. If you successfully hit your target, the target must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Dexterity modifier, and on a failed save, suffers the following effect:
Arm: Your target drops any item it is holding in the hand that you choose, and can hold no item in that hand for the next 3 rounds.
Head: Your target is stunned for 1 round.
Leg: Your target may only move at half speed and has disadvantage on Dexterity saving throws for 1d6 + 1 rounds.
Torso: Your target bleeds excessively, taking an additional 1d4 damage at the beginning of each of its turns for the next 3 rounds.
You may use this feature a number of times equal to you Dexterity modifier. You regain all expended uses when you complete a long rest.
At 13th level you know that time isnt something to waste. On your turn you may reload a firearm as a bonus action instead of a standard action. You may use this a number of times equal to your (proficentcy bonus/2), regaining all expended uses after a long rest. At 20th level you regain all uses after a short rest.
Beginning at 18th level, if your total for a Dexterity check is less than your Dexterity score, you can use that score in place of the total.
At 20th level you have mastered your favorite kind of gun. Select one of the Masteries from below.
Ace in the Hole: You are a rifle master. Your range with rifles is doubled. When you take an attack action on your turn using a rifle you may bounce the shot. You ignore all cover except for full cover and deal an extra 2d6 damage. You may use this feature a number of times equal to 2 times your DEX mod between long rests.
Ash Incarnate: You are a master of the shotgun. You may use your action to shoot an explosive canister that deals 3d8 fire damage and 3d8 piercing damage in a 30 ft cone. Any creature hit must make a CON saving throw vs 10 + Proficentcy Bonus + Dex Mod being knocked prone on a failed save, or knocked back 5 ft on a successful one. You may use this a number of times equal to 1/2 your proficentcy mod between long rests.
Pistolero You have mastered the Pistol. When you make an attack using a pistol, you may Double Up, causing the shot to bounce from one enemy and hit another dealing normal damage to the first enemy and an extra 4d4 to the second enemy. The second enemy must be within 30 feet of the original target. You may use this feature a number of times equal to your proficentcy mod between long rests.