Class Features
Hit Points
Hit Dice: 1d10 per gunfighter level
Hit Points at 1st Level: + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per gunfighter level after 1st
Proficiencies
Armor: Light and medium armor
Weapons: Simple weapons, crossbows, firearms, rapiers, scimitars, shortswords
Tools: Gun kit (see equipment)
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Animal Handling, Athletics, Perception, Stealth, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) breastplate or (b) leather armor
a firearm of your choice, bullets, and a gun kit
(a) a simple weapon or (b) a rapier, scimitar, or shortsword
(a) a dungeoneer's pack or (b) an explorer’s pack
Agile Defense
While you are wearing no armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + ¼ of your gunfighter level (rounded up; minimum 1).
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
Carbineer. You are skilled at gunfighting while mounted, able to push your mount to get you into and out of situations more quickly. While you are mounted, you can take the Dash or Disengage action as a bonus action.
Harquebusier. You are skilled at balancing a hand cannon or harquebus and you may use it at its full range without using a stabilizer (to rest it on).
Matchlock Mobility. You may move in the same turn that you fire a weapon with the match loading property.
Point‐Blank Shooter. You can more accurately shoot opponents at close range. You do not have a disadvantage on attack rolls when you are within 5 feet of a hostile creature who can see you and who isn't incapacitated.
Sharp Aim. You know just where to put your shot. Your ranged weapon attacks score a critical hit on a natural roll of 19 or 20.
Flushing Shot
At 2nd level, you excel at flushing out targets. Your ranged weapon attacks ignore half and three‐quarters cover.
Code of the Gun
At the 3rd level, you choose a code to live by Bushwhacker, Drifter, or Maverick. The code you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Running Shot
Beginning at 9th level, you can take the Dash action as a bonus action.
Evasion
At 11th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and half damage if you fail.
Additional Fighting Style
At 13th level, you can choose a second option from the Fighting Style class feature.
Eagle Eye
At 17th level, your ranged weapon attacks score a critical on a roll of 19 or 20. If you also have Sharp Aim, your ranged weapon attacks score a critical on a roll of 18–20.
Final Stand
At 20th level, you insist on going out in a blaze of glory. When damage reduces you to hit points you do not fall unconscious, but you can’t take reactions, your speed is reduced to 0, and you can’t benefit from any bonus to your speed. On your turn, you may take the Attack action with any ranged weapons you are carrying. You still make death saving throws at the end of your turn, but if you succeed on three death saves while in your Final Stand, you regain 1 hit point and exit your Final Stand. Once you use this feature, you can’t use it again until you finish a long rest.