
Gunslinger
Hit Points
Hit Dice: 1d10 per level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d8 + your Constitution modifier per level after 1st
Starting Proficiencies
You are proficient with the following items, in addition to any proficiencies provided by your race or background.
Armor: Light Armor, Medium Armor, Heavy Armor, shields
Weapons: All simple, all martial, all guns
Skills: Choose two from: Athletics, Acrobatics, Stealth, Survival, Perception, Insight, Intimidation, Performance, Persuasion
Starting Equipment
You start with the following items, plus anything provided by your background.
• (a) two handguns or (b) one shotgun
• (a) 40 handgun rounds or (b) 20 shotgun shells
• (a) a Dungeoneer’s pack or (b) an Explorer’s Pack
• Scale mail Armor
Alternatively, you may start with 4d6 x 10 gp to buy your own Equipment.
Attributes
Saving Throws: Strength, Charisma
Alignment: Any
Magical Abilities: None.
Other Features
Scope
When crouching, gunslingers gain a +2 accuracy bonus, but take a -1 armor class penalty.
Rapid Shot
You can get one extra attack per round with a ranged weapon, but each attack you make in that round takes a –2 penalty.