Gunslinger he Gunslinger is a master of . An excellent trick shooter, this rogue is a perilous Fan the Hammer foe who can defeat an entire band so long Starting at 13th level, you learn to trade accuracy for swift as they are kept at range. strikes. Once per turn, if you make a ranged attack with a with which you are proficient and this attack would gain the benefit of your Sneak Attack, you make the initial T attack as normal and may choose treat each Sneak Attack die as a seperate ranged attack targeting any creature within Save DC range. Each of these extra ranged attacks benefit from your Some of your features require your target to make a saving proficiency bonus, are made with disadvantage and deal to resist the feature’s effects. The saving throw DC is damage equal to 1d6 plus your Dexterity bonus. These calculated as follows: attacks consume ammunition as normal and are not Save DC = 8 + your proficiency bonus + your Dexterity inturrupted by Reloading. modifier Improved Quickdraw Starting at 17th level, you have mastered the art of the . Bonus Proficiencies When you use the Quickdraw feature, if the target does not Beginning when you choose this archetype at 3rd level, you have cover, you have advantage on the attack. gain proficiency in , , and Hunting . Ambidextrous Starting at 3rd level, when you make an attack action using a melee or a ranged that you’re holding in one hand, you can use a bonus action to make a ranged attack with a different ranged weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. In addition, you may reload a firearm even if you have a weapon in each hand. Quickdraw At 3rd level, you are ever ready to spring into action. On the first round of , if a creature takes an action or a bonus action before you have taken your first turn and this creature is within range of a firearm you have equipped, you may use your reaction to draw and make a ranged weapon attack with this firearm. In addition, before making the attack roll, you may choose to forgo all damage and attempt to force it to drop one item of your choice that it is holding. You make a ranged attack roll as normal. On a hit, the target must make a Strength saving throw. On a failed save, it drops the object. The object lands 10 feet away in a random direction. Point Blank At 9th level, you learn to take advantage of your firearm's concussive power. If you hit a creature within 5 feet of you with a ranged weapon attack using a firearm with which you are proficient, that creature must make a strength saving throw or be knocked 5 feet away into an unoccupied space. If there is no unoccupied space to move into, the creature is instead knocked prone.