Gunslingers are noted for their speed and skill in handling and shooting their weapons. They shoot to kill, and rarely miss.
Quick-draw
At 3rd level, you master the art of quickly drawing your weapon at the start of battle. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action with a sling or firearm on that turn, you can make one additional weapon with a sling or firearm attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
Gunslinger Tactics
From 3rd level, you have darkvision with a range of 90 feet. You also gain access to additional tactics at 3rd, 5th, 9th, 13th, and 15th level. You are always able to use these tactics, and they do not count against your number of Marksman tactics known.
Gunslinger Tactics
Marksman Level Tactics
3rd Disguise Self
5th Rope Trick
9th Glyph of Warding
13th Greater Invisibility
17th Seeming
Iron Mind
At 7th level, you gain proficiency in Wisdom saving throws.
High Noon
Starting at 11th level, you have the ability to ensure that your attacks count. If you miss with a firearm or sling attack during your turn, you can immediately make an additional ranged attack with that weapon. You can gain one additional attack during your turn with this ability
Quick-Step
At 15th level, you master the ability to disrupt and maneuver around an opponent's attacks. If a creature attacks you and does not have advantage on the attack roll, you can use your reaction to grant it disadvantage on the attack roll. You must use this ability before you know the result of the attack.