Favored Enemy: At 1st level, choose one type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Survival checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice.
At 1st level, you have the following benefits:
- You ignore difficult terrain.
- You have advantage on initiative rolls.
- On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
You gain the following benefits when traveling for an hour or more:
- Difficult terrain doesn't slow your group's travel.
- Your group can't become lost except by magical means.
- Even when you are engaged in another activity while traveling, you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Primeval Awareness: Beginning at 3rd level, you have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes.
Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you. If there are multiple groups of your favored enemies within range, you learn this information for each group.
Tinkerer: Beginning at 1st level, you can use Tinker’s Tools to craft basic firearms, detailed at the end of the class description, as well as basic ammunition for those firearms.
Natural Talent: Beginning at 1st level, choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses your chosen proficiency. In addition, you gain a +1 bonus to attack rolls and damage rolls you make using firearms.
Grit: You, like every gunslinger, have something which allows you to remain cool and collected, even in the most dire situations. Starting at 2nd level, you gain a number of Grit points equal to your proficiency bonus. The number of Grit points you have can never exceed your proficiency bonus. You can spend these points to fuel various class features. You start knowing one such feature: Aimed Shot. You learn more such features as you gain additional levels in this class. Any expended Grit points refill at the end of a short orlong rest. In addition, you regain 1 Grit point, up to your current maximum, whenever you roll a critical hit with a firearm attack, or you use a firearm to reduce a creature to 0 or fewer hit points. If you reduce a creature to 0 or fewer hit points with a critical hit, you regain only 1 Grit point, not 2. Some of your Grit features require your target to make a saving throw to resist the feature’s effects.
The saving throw DC is calculated as follows: Grit save DC = 8 + your proficiency bonus + your Dexterity modifier
Aimed Shot: Beginning at 2nd level, when making an attack with a firearm as part of your attack action, you may choose to expend a number of Grit points up to your current maximum to gain a bonus on the attack roll equal to the number of Grit points spent. If this attack hits, you add the number of Grit points spent to its damage roll as well.
Fast Reflexes: When you choose this trail at 3rd level, your speed increases by 10 feet while you are unarmored or wearing light armor. In addition, you may use your bonus action to either repair or reload a weapon in your possession.
Quick Draw: By 6th level, you’ve learned to keep a close eye on your surroundings, and a close hand on your gun. You add your proficiency bonus to any initiative check. Furthermore, during the first round of combat in which you are not surprised, you can spend a Grit point to make a single attack with a one-handed firearm at your initiative + 10. Afterward, initiative proceeds as normal.
Extra Attack: Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Features & Traits