TEXT: Gunslinger
  A lone man rides into town, his trusty pistols at his sides. The
  stranger scans the wanted posters for the bounty he's been
  hunting – and checks that his own name hasn't been added to
  the wall.
  An elven mechanic tinkers with her musket late into the
  night, refining its accuracy by precious fractions of a degree.
  She knows that a well placed shot can make the difference
  between life and death.
  A daring dwarven musketeer lets loose a thunderous volley
  then leaps into the fray with sword and armor shining bright.
  The momentum of battle carries him to victory, won by
  daring deeds of arms both ancient and new.
  These are gunslingers – constant innovators and masters
  of the newest form of combat. This motley mix of scholars,
  soldiers, and wanderers has shown that technology can hold
  its own in a world of magic, might, and monsters.
  Deadly Marksmen
  Gunslingers are experts with the recently invented firearm.
  This expertise is often acquired in the pursuit of a personal
  goal. Some gunslingers, however, have taken up arms in the
  service of the gods, mixing powder with holy power to hunt
  the forces of darkness.
  Gunslingers excel at dealing death from afar. But as they
  face ever greater odds, they must learn to support their team
  with cover fire, cripple enemies with precise targeting, and
  employ a variety of unconventional tactics. Only through
  these skills can they earn their place alongside powerful
  mages and heroic champions of renown.
  Iconoclastic Innovators
  Gunslingers are tactical innovators and early adopters of
  unproven technology, who often stand out as iconoclastic
  individuals. Outside of combat their interests vary, but
  generally tend towards the intellectual or the adventurous.
  Most gunslingers have at least a passing interest in the fields
  of learning that granted them the power they wield, and a
  strong motivation – be it noble or selfish – to put that power
  to use.
  1
  PART 1 | CLASSES
  
  The Gunslinger
  Level
  Proficiency Bonus
  Grit Points Features
  Targets Known
  1st
  +2
  3
  Grit, Targeting
  2
  2nd
  +2
  3
  Fighting Style, Cover Fire (Ranged Weapon Attacks)
  2
  3rd
  +2
  4
  Gunslinger Specialty
  2
  4th
  +2
  4
  Ability Score Improvement
  3
  5th
  +3
  5
  Extra Attack, Lock & Load
  3
  6th
  +3
  6
  Cover Fire Improvement (Melee Weapon Attacks)
  3
  7th
  +3
  7
  Specialty Feature
  4
  8th
  +3
  8
  Ability Score Improvement
  4
  9th
  +4
  9
  Specialty Feature
  4
  10th
  +4
  10
  Cover Fire Improvement (Ranged Spell Attacks)
  5
  11th
  +4
  11
  Specialty Feature
  5
  12th
  +4
  12
  Ability Score Improvement
  5
  13th
  +5
  13
  Moment's Notice
  6
  14th
  +5
  14
  Cover Fire Improvement (Melee Spell Attacks )
  6
  15th
  +5
  15
  Specialty Feature
  6
  16th
  +5
  16
  Ability Score Improvement
  7
  17th
  +6
  17
  Lucky Stars
  7
  18th
  +6
  18
  Constant Cover
  7
  19th
  +6
  19
  Ability Score Improvement
  8
  20th
  +6
  20
  True Grit
  8
  Creating a Gunslinger
  When creating a gunslinger, consider what drove you to adopt
  this technology. Talk with your DM about the prevalence of
  guns in your world, as this will drastically change the nature
  of your weapons of choice.
  If firearms are rare, consider how you came across yours.
  Perhaps you were part of an elite honor guard with access to
  this technology, or maybe you were among the scholars
  whose studies led to their invention.
  If firearms are common, consider why you chose this
  specialty over swordplay or magic. Perhaps you are an
  aspiring peasant with a heroic spirit but no access to martial
  training. Or maybe you are an avid hunter who found your
  true calling tracking a deadly monstrosity in the employ of a
  grateful hamlet.
  Quick Build
  You can make a gunslinger quickly by following these
  suggestions. First make Dexterity your highest ability score,
  followed by Intelligence, Wisdom, or Charisma depending on
  which specialty you plan on taking at 3rd level. Second,
  choose the Engineer background (see Appendix C).
  Class Features
  As a gunslinger, you gain the following class features.
  Hit Points
  Hit Dice: 1d8 per gunslinger level
  Hit Points at 1st Level: 8 + your Constitution modifier
  Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
  modifier per gunslinger level after 1st
  Proficiencies
  Armor: Light armor
  Weapons: Simple weapons, crossbows, firearms, bayonets
  Tools: Tinker's tools
  Saving Throws: Dexterity, Intelligence
  Skills: Choose two from Acrobatics, Animal Handling,
  History, Intimidation, Investigation, Medicine, Nature,
  Perception, Sleight of Hand, Stealth, and Survival
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) an arquebus, a powder horn, and a case of 20 bullets
  or (b) a hand cannon, a powder horn, and a case of 20
  bullets or (c) a crossbow of any type and a case of 20 bolts
  (a) a handaxe or (b) a dagger
  leather armor
  (a) an explorer's pack or (b) a scholar's pack
  Or you can start with 5d4×10 gp to spend how you see fit.
  2
  PART 1 | CLASSES
  
  Grit
  Your mental toughness keeps you steady and focused in the
  heat of battle. This grit is represented by a number of grit
  points. Your gunslinger level determines your number of grit
  points, as shown in the Gunslinger table. Your grit is restored
  after a short or long rest.
  Choose Intelligence, Wisdom, or Charisma as your grit
  ability, depending on whether you rely on cool calculation,
  instinct and experience, or sheer determination. Your grit
  ability determines which specialties you can choose from at
  3rd level. These prerequisites are listed under each specialty.
  Some of your grit-enabled 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 grit ability modifier
  Targeting
  You can aim at specific points on your targets. Before you
  make an attack with a ranged weapon, you can spend 1 grit
  point and choose a targeting option you know. On a hit, your
  attack gains the corresponding effect, in addition to dealing
  damage as normal. Some options also modify your attack roll
  before the hit is determined.
  You can use this feature once per attack. If another feature
  lets you subtract 5 from your attack roll to add 10 to your
  damage, you cannot use this feature with that attack.
  Choose two of the following targeting options. You learn an
  additional option at 4th, 7th, 10th, 13th, 16th, and 19th level.
  Arm
  The target loses its reaction until the end of your next turn.
  Chest
  The target takes an additional 1d4 damage on a hit.
  Foot
  The target must succeed on a Dexterity saving throw or fall
  prone if it is standing.
  Head
  Subtract 5 from your attack roll. The target takes an
  additional 10 damage on a hit.
  Leg
  The target must succeed on a Constitution saving throw or its
  walking speed becomes halved until the end of its next turn.
  Midsection
  The target must succeed on a Strength saving throw or be
  pushed away 5 feet.
  Shoulder
  The target must succeed on a Constitution saving throw or
  become incapacitated until the end of the current turn.
  Wing
  The target must succeed on a Dexterity saving throw or fall
  up to 60 feet if it is flying. Its descent is controlled enough to
  avoid falling damage.
  Cover Fire
  Starting at 2nd level, ranged weapon attacks you prepare
  with the Ready action can disrupt the ranged weapon attacks
  of your targets. If you hit a creature as it begins its attack
  (before it makes its attack roll), its attack automatically fails
  and your attack deals damage as normal.
  You can disrupt ranged weapon attacks starting at 2nd
  level, melee weapon attacks starting at 6th level, ranged spell
  attacks starting at 10th level, and melee spell attacks starting
  at 14th level. If you disrupt a spell attack, the target does not
  lose its spell slot.
  Fighting Style
  At 2nd level, 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.
  Defense
  While you are wearing armor, you gain a +1 bonus to AC.
  Dueling
  When you are wielding a melee weapon in one hand and no
  other weapons, you gain a +2 bonus to damage rolls with that
  weapon.
  Two-Weapon Fighting
  When you engage in two-weapon fighting, you can add your
  ability modifier to the damage of the second attack.
  Gunslinger Specialty
  At 3rd level, you adopt a specialized style of gun-play: that of
  the Frontiersman, Marksman, Musketeer, or Demon Hunter,
  all detailed at the end of the class description.
  Your grit ability determines which specialties you can
  choose from. These prerequisites are listed under each
  specialty. Your specialty grants you features at 3rd level, and
  again at 7th, 9th, 11th, and 15th level.
  Ability Score Improvement
  When you reach 4th level, and again at 8th, 12th, 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.
  Lock & Load
  Starting at 5th level, you can ignore the loading property of
  crossbows and firearms. (You still need a free hand to load
  these weapons, since they have the ammunition property.)
  3
  PART 1 | CLASSES
  
  Moment's Notice
  From 13th level on, you are always ready for trouble. If you
  are surprised, you can spend 2 grit points after rolling
  initiative to end your surprise.
  Lucky Stars
  Starting at 17th level, whenever you make a saving throw and
  fail, you can spend 2 grit points to reroll it and take the
  second result.
  Constant Cover
  Beginning at 18th level, your enhanced situational awareness
  in combat lets you to provide cover fire while fighting. When
  you take the Attack action on your turn, you can forgo an
  extra attack to ready an attack with a ranged weapon.
  True Grit
  At 20th level, when you roll for initiative and have fewer than
  4 grit points remaining, your current grit points become 4.
  Gunslinger Specialties
  As the practice of firearms has not yet been codified in
  tradition, each individual finds a unique approach to the art.
  Yet even at this nascent stage, distinct specialties are
  emerging, foreshadowing how these weapons may one day
  dominate the battlefield.
  Frontiersman
  Prerequisite: grit ability is Wisdom or Charisma
  These fearless riders hail from the lawless frontier, where
  they seek profit or serve justice. In combat, they are known
  for their showy trick shots and their speed on the draw.
  Frontier Skills
  At 3rd level, choose one of the following frontier skill sets to
  learn. You learn a second option at 7th level, and the third
  option at 9th level.
  Rodeo Star. You gain proficiency with lassos and whips.
  You have advantage on Wisdom (Animal Handling) checks to
  interact with lassoed Beasts. See Appendix A for lassos.
  Saloon Drifter. You gain proficiency with playing cards
  and in Sleight of Hand. You have advantage on Charisma
  (Persuasion) checks to convince others to place bets and
  increase wagers.
  Quick Draw. You can add your proficiency bonus to your
  initiative rolls. If you do, you gain disadvantage on two-
  handed weapon attacks during your first turn in combat.
  Trick Shots
  Also at 3rd level, choose one of the following options for your
  Targeting feature to learn, in addition to the options your
  class normally grants you. You learn a second option from
  this list at 7th level, and the third option at 9th level.
  Close Shave. You shoot dangerously close to the target to
  gain advantage on your next Charisma (Intimidation) check
  against it. For instance, you might blow its hat off or make it
  dance. This option deals no damage and does not require an
  attack roll.
  Hand. The target must succeed on a Strength saving throw
  or drop a one-handed weapon of your choice. It makes this
  saving throw with advantage if its size is large or greater. You
  can aim at the target's weapon instead of its hand to have this
  attack deal no damage, but either way your attack roll must
  succeed for this option to take effect.
  Ricochet. Your attack deflects off of a hard surface, such as
  a stone wall or another creature’s shield. Your attack ignores
  the effects of half cover and three-quarters cover.
  Bonus Shot
  Beginning at 11th level, when you use the Attack action and
  attack with a one handed weapon, you can use a bonus action
  to attack with a one handed ranged weapon you are holding.
  High Noon
  At 15th level, you master the art of the quick draw. On your
  first turn during combat, you have advantage attacking
  creatures that have not yet acted. When you hit a creature
  that has not yet acted with a weapon attack on your first turn
  during combat, your weapon's damage dice count as their
  maximum possible value.
  4
  PART 1 | CLASSES
  
  Marksman
  Prerequisite: grit ability is Intelligence or Wisdom
  Marksmen represent the most radical break from the old
  ways. These scouts and assassins of the battlefield are at
  their deadliest when they can methodically pick off their
  enemies from afar.
  Guerrilla Tactics
  Starting at 3rd level, you can attempt to hide as a bonus
  action on your turn.
  In addition, you gain proficiency in one of the following
  skills of your choice: Nature, Stealth, or Survival.
  Crack Shot
  Beginning at 7th level, attacking at long range doesn’t impose
  disadvantage on your attack rolls with ranged weapons, and
  your shots ignore the effects of half cover and three-quarters
  cover. While using the Targeting feature, if you know the
  Head option you can use it without spending any grit.
  Eagle Eye
  By 9th level, your eyes have become well trained to notice
  distant details. You can see twice as far as most other
  characters, and can make out details from twice as far away.
  In addition, dim light no longer imposes disadvantage on
  your Wisdom (Perception) checks involving sight.
  One Shot, One Kill
  Starting at 11th level, you are deadliest when focusing on a
  single foe. When you take the Attack action to make a ranged
  weapon attack, you can forgo your extra attack to triple your
  weapon's damage die and the damage from your ability
  modifier. Choose whether to use this feature before you make
  your attack roll.
  Starting at 18th level, some of this benefit extends to your
  cover fire. When you make a ranged weapon attack using the
  Ready action, these damage sources are doubled.
  Perfect Placement
  From 15th level on, if you have advantage on an attack roll
  and use the Targeting feature, your opponent gains
  disadvantage on any saving throw your targeting option
  induces.
  Crack Shot and Sharpshooter
  If you have the Sharpshooter feat when you gain
  the Crack Shot feature, you can exchange
  Sharpshooter with another feat of your choice.
  Alternatively, if you gained Sharpshooter instead of
  an Ability Score Improvement, you can exchange it
  for an Ability Score Improvement.
  Musketeer
  Prerequisite: grit ability is Intelligence or Charisma
  Musketeers are well versed in a variety of weapons, and are
  the most classically trained fighters of all gunslingers. Those
  who walk this path are fierce combatants at any range, and
  often develop a charismatic flair that comes with a life of
  daring-do.
  Close Quarters Combatant
  Starting when you choose this specialty at 3rd level, enemies
  being within 5 feet of you do not impose disadvantage on
  your attack rolls with ranged weapons.
  In addition, you gain proficiency with medium armor,
  shortswords, rapiers, halberds, and pikes.
  Tougher Stock
  When you choose this specialty at 3rd level, you gain an
  additional 3 hit points, and your hit dice become 1d10 per
  gunslinger level. Your hit points at higher levels become 1d10
  (or 6) hit points per gunslinger level after 3rd.
  Renaissance Scholar
  At 7th level, you gain three proficiencies of your choice from
  the fields below. As the ideal renaissance scholar has a wide
  breadth of knowledge, each choice must come from a
  different field.
  Art. Performance, calligrapher’s supplies, painter’s
  supplies, mason's tools, or a musical instrument.
  Letters. History, Religion, or a language.
  Science. Medicine, Nature, cartographer's tools, or
  navigator's tools.
  Sport. Animal Handling, Acrobatics, Athletics, or chess
  sets.
  Rapier Wit
  Starting at 9th level, your quick wit and clever wordplay grant
  you advantage on Charisma (Performance) and Intelligence
  (Performance) checks to flatter and to insult. These checks
  are typically contested by the target's Wisdom (Insight)
  check.
  Additional Extra Attack
  Beginning at 11th level, you can attack thrice, instead of
  twice, whenever you take the Attack action on your turn.
  One for All, All for One
  By 15th level, your courageous example inspires your team.
  After making an initiative roll, you can choose up to six
  friendly creatures (which can include yourself) within 30 feet
  of you who can see or hear you. These creatures gain
  temporary hit points equal to your initiative roll. Once you use
  this feature, you cannot use it again until you finish a short or
  long rest.
  5
  PART 1 | CLASSES
  
  Demon Hunter
  Prerequisite: grit ability is Intelligence or Wisdom
  Demon hunters pursue the fouler creatures of the night who
  torment the living. They protect their allies with sacred light
  and utilize esoteric arts in their fight against the dark.
  Spellcasting
  When you reach 3rd level, you augment your gunfighting with
  the ability to cast spells. See chapter 10 of the Player's
  Handbook for the general rules of spellcasting and chapter
  11 for the cleric spell list.
  Cantrips. You learn two cantrips of your choice from the
  cleric spell list. You learn an additional cleric cantrip of your
  choice at 10th level.
  Spell Slots. The Demon Hunter Spellcasting table shows
  how many spell slots you have to cast your spells of 1st level
  and higher. To cast one of these spells, you must expend a
  slot of the spell’s level or higher. You regain all expended spell
  slots when you finish a long rest.
  For example, if you know the 1st-level spell sanctuary and
  have a 1st-level and a 2nd-level spell slot available, you can
  cast sanctuary using either slot.
  Spells Known of 1st-Level and Higher. You know three
  1st-level cleric spells of your choice, two of which you must
  choose from the abjuration and divination spells on the cleric
  spell list.
  The Spells Known column of the Demon Hunter
  Spellcasting table shows when you learn more cleric spells of
  1st level or higher. Each of these spells must be an abjuration
  or divination spell of your choice, and must be of a level for
  which you have spell slots. For instance, when you reach 7th
  level in this class, you can learn one new spell of 1st or 2nd
  level.
  The spells you learn at 8th, 14th, and 20th level can come
  from any school of magic.
  Whenever you gain a level in this class, you can replace one
  of the cleric spells you know with another spell of your choice
  from the cleric spell list. The new spell must be of a level for
  which you have spell slots, and it must be an abjuration or
  divination spell, unless you’re replacing the spell you gained
  at 8th, 14th, or 20th level.
  Spellcasting Ability. Use your grit ability for your
  spellcasting ability. This will be either Intelligence or
  Wisdom, since you learn your cleric spells through
  theological study. You use your grit ability whenever a spell
  refers to your spellcasting ability. In addition, you use your
  grit ability modifier when setting the saving throw DC for a
  cleric spell you cast and when making an attack roll with one.
  Spell save DC = 8 + your proficiency bonus + 
  your grit ability modifier
  Spell attack modifier = your proficiency bonus + 
  your grit ability modifier
  Demon Hunter Spellcasting
  Gunslinger
  Level
  Cantrips
  Known
  Spells
  Known
  1st 2nd 3rd 4th
  3rd
  2
  3
  2
  — — —
  4th
  2
  4
  3
  — — —
  5th
  2
  4
  3
  — — —
  6th
  2
  4
  3
  — — —
  7th
  2
  5
  4
  2
  — —
  8th
  2
  6
  4
  2
  — —
  9th
  2
  6
  4
  2
  — —
  10th
  3
  7
  4
  3
  — —
  11th
  3
  8
  4
  3
  — —
  12th
  3
  8
  4
  3
  — —
  13th
  3
  9
  4
  3
  2
  —
  14th
  3
  10
  4
  3
  2
  —
  15th
  3
  10
  4
  3
  2
  —
  16th
  3
  11
  4
  3
  3
  —
  17th
  3
  11
  4
  3
  3
  —
  18th
  3
  11
  4
  3
  3
  —
  19th
  3
  12
  4
  3
  3
  1
  20th
  3
  13
  4
  3
  3
  1
  Domain Spells
  Also at 3rd level, choose a divine domain if you do not already
  have one. You cannot serve more than one domain. While
  learning spells as a gunslinger, you can treat your domain's
  spells as if they were on the cleric spell list. See the Hunt
  Domain Spells table below and chapter 3 of the Player's
  Handbook for the domain spell lists.
  Additional Domain Spells. While learning spells as a
  gunslinger, you may be able to treat additional spells as if they
  were on your domain's spell list, as shown in the Additional
  Domain Spells table. These additional spells only apply to
  learning spells as a gunslinger – if you have one or more
  levels as a cleric, they do not become available for your cleric
  spellcasting.
  Hunt Domain Spells
  Spell Level Spells
  1st
  alarm, hunter's mark
  2nd
  darkvision, pass without trace
  3rd
  conjure barrage, nondetection
  4th
  freedom of movement, locate creature
  5th
  tree stride, swift quiver
  Additional Domain Spells
  Domain
  Spells
  Life
  goodberry, aura of vitality, aura of life, aura of
  purity
  Knowledge detect thoughts
  Tempest
  misty step
  6
  PART 1 | CLASSES
  
  Hunter Hunted
  When you choose this specialty at 3rd level, you gain
  advantage on Wisdom (Survival) checks to track Fiends,
  lycanthropes, and Undead, as well as on Intelligence checks
  to recall information about them.
  You also learn how to speak, read, and write one of the
  following languages of your choice: Celestial, Abyssal, or
  Infernal.
  Channel Divinity
  At 7th level level you gain the ability to channel the divine.
  When you channel divinity, choose which option to use. Use
  your gunslinger spell save DC for options that require a
  saving throw. You must finish a short or long rest before you
  can use your Channel Divinity again.
  Turn the Unholy. As an action, you present your holy
  symbol and speak a prayer censuring fiends and undead,
  using your Channel Divinity. Each fiend or undead that can
  see or hear you within 30 feet of you must make a Wisdom
  saving throw. If the creature fails its saving throw, it is turned
  for 1 minute or until it takes damage.
  A turned creature must spend its turns trying to move as
  far away from you as it can, and it can’t willingly move to a
  space within 30 feet of you. It also can’t take reactions. For its
  action, it can use only the Dash action or try to escape from
  an effect that prevents it from moving. If there’s nowhere to
  move, the creature can use the Dodge action.
  Reveal the Untrue. As an action, you shine a light and
  speak a vow of truth admonishing irrational fear and
  superstition. Each invisible creature, shapechanger, or
  magically disguised creature that can see or hear you within
  30 feet of you makes a Constitution saving throw. If the
  creature fails its saving throw, it becomes visible and reverts
  to its true form, and cannot become invisible, change shape,
  or magically disguise itself for 1 minute.
  Esoteric Apothecary
  At 9th level you gain advantage on Wisdom (Medicine) and
  Intelligence (Religion) checks to diagnose and treat ailments
  caused by Fiends, lycanthropes, and Undead, as well as
  curses of any nature.
  In addition, you gain proficiency in one of the following
  skills or tools of your choice: Medicine, Religion, alchemist's
  supplies, or herbalism kits.
  Silver Bullet
  At 11th level, you learn how to imbue your shots with holy
  power. Your ranged attacks with ammunition weapons count
  as magical for the purpose of overcoming resistance and
  immunity to nonmagical attacks and damage, and deal an
  additional 1d6 radiant damage on a hit.
  A Light in the Dark
  Starting at 15th level, your enlightened balance of faith and
  reason helps your team keep true in the face of terror and
  temptation. You cannot be charmed or frightened, and
  friendly creatures within 10 feet of you have advantage on
  saving throws against these conditions.
  A Demon Hunter's Theology
  Those who devote themselves to the will of the
  gods must first interpret that will. A demon hunter
  may view their holy undertaking differently than a
  cleric of the same domain.
  Arcana. "As disharmonious distortions to the
  Weave, fiends must be separated from reality."
  Death & Grave. "Death is the blessed sleep of the
  righteous and the final punishment of the wicked.
  To seek or spread undeath is to hold the court of
  divine justice in contempt."
  Forge. "We do not possess the strength of
  demons, so let us forge superior weapons and
  temper our souls to challenge their power."
  Hunt. "The gods made werewolves to challenge
  us all to join the hunt, as both predator and prey."
  Knowledge. "Our capacity for wisdom is divine.
  When used against evil it is a powerful tool. Know
  the enemy. Know yourself. And know what evil
  lurks in the hearts of men."
  Life. "The spirits of the dead can be dangerous,
  but let us not forget the living for whom we fight.
  We must nurture our own spirit, and uplift the
  souls of our fellow man."
  Light. "The light of righteousness shall cast out
  the darkness of night and expose its terrors for the
  lost and wretched souls they are."
  Nature. "I serve first and foremost the natural
  order of things. Corruption of the soul must be
  pruned for natural law to thrive."
  Tempest. "Nothing is to be feared but the wrath
  of the gods, and I am an agent of that wrath. I will
  forebode like a threatening storm, strike like
  lightning, and vanish into the mist."
  Trickery. "Our struggle against the vampire is
  won or lost in the battle of wits. Only through
  greater cunning can we avoid him at his strongest
  and strike when he is weak."
  War. "This world is but one battleground in the
  war of good and evil. If we do not take up arms,
  then evil will prevail."
  7
  The Hunt Domain
  Gods of the Hunt are important deities in many
  cultures. Whether hunting is a source of food, a rite
  of passage, or a noble passtime, hunting often has
  profound societal importance. Gods and goddesses
  of the hunt include Malar, Balinor, Nodens, Artemis,
  Pakhet, and Uller.
  See Divine Domain: The Hunt, available online
  through Dungeon Master's Guild at
  http://www.dmsguild.com/product/226721, for
  more information on this domain, including the
  features gained by clerics who follow this path.
  PART 1 | CLASSES
  
  Appendix A: Weapons
  Firearms
  Name
  Cost
  Damage
  Weight
  Properties
  Hand Cannon
  100 gp
  1d8
  4 lb.
  Ammunition (range 30/90), loading
  Arquebus
  100 gp
  1d10
  10 lb.
  Ammunition (range 60/180), loading, two-handed
  Pistol
  250 gp
  1d10
  3 lb.
  Ammunition (range 60/180), loading
  Blunderbuss
  400 gp
  2d6
  6 lb.
  Ammunition (range 30/90), loading, two-handed
  Musket
  500 gp
  1d12
  10 lb.
  Ammunition (range 120/360), loading, two-handed
  Bullets (10)
  3 gp
  —
  2 lb.
  —
  Shot (10)
  3 gp
  —
  2 lb.
  —
  Combination Weapons
  Weapon
  Component
  Cost
  Damage
  Weight Properties
  Simple melee components
  Pistol-axe
  Axe
  300 gp 1d6 slashing
  4 lb.
  —
  Pistol
  1d8 piercing
  Ammunition (range 30/90), loading
  Pistol-knife
  Knife
  300 gp 1d4 piercing
  3 lb.
  Finesse
  Pistol
  1d8 piercing
  Ammunition (range 30/90), loading
  Martial melee components
  Pistol-sword
  Shortsword 500 gp 1d4 piercing
  3 lb.
  Finesse, light
  Pistol
  1d8 piercing
  Ammunition (range 30/90), loading
  Pistol-rapier
  Rapier
  500 gp 1d6 piercing
  4 lb.
  Finesse
  Pistol
  1d8 piercing
  Ammunition (range 30/90), loading
  Pistol-halberd
  Halberd
  600 gp 1d8 slashing 11 lb. Heavy, two-handed, reach
  Pistol
  1d8 piercing
  Ammunition (range 30/90), two-handed, loading
  Bayonet
  —
  3 gp
  1d8 piercing
  1 lb.
  Special, two-handed
  Miscellaneous Martial Ranged Weapons
  Name
  Cost
  Damage
  Weight
  Properties
  Lasso
  —
  —
  10 lb.
  Special, thrown (range 10/20)
  Firearms
  Firearms count as martial ranged weapons. However, if
  firearms are rare in your campaign setting, they require their
  own separate weapon proficiency.
  Firearms are audible within 1 mile outdoors. Wet firearms
  gain disadvantage on attack rolls, and firearms do not work
  underwater.
  The pistol and musket here have longer ranges than those
  found in the Dungeon Master's Guide. The range of the
  modern and futuristic firearms in the DMG should also be
  increased if used in your campaign.
  Combination Weapons
  Combination weapons consist of a melee component and a
  firearm component. While using these weapons, consider
  your proficiencies and abilities for each component
  separately. A single combination weapon counts as one
  weapon for the sake of the Dueling fighting style, despite
  having a firearm built in.
  Bayonet. A bayonet can be affixed to or removed from an
  arquebus or a musket as an action. Unaffixed bayonets deal
  1d4 piercing damage as one-handed, improvised weapons. If
  you are playing with the optional rule "feats", affixed bayonets
  count as polearms for both clauses of the Polearm Master
  feat.
  Miscellaneous Weapons
  Frontiersmen make use of lassos, which have uses from
  calming fillies to catching outlaws.
  Lasso. Lassos have the same special properties as nets,
  but with longer range and an AC determined by the rope you
  use. If you are proficient with lassos, you can use your action
  to make one out of 30 feet of rope or more. If you use less
  rope, decrease the lasso's maximum range accordingly, down
  to a minimum of 15 feet of rope. By yanking on the rope, you
  can attempt to pull or trip a lassoed creature, similar to the
  "Shove a Creature" special attack (PHB 195) except that the
  target is moved towards you rather than away from you.
  8
  APPENDIX A | WEAPONS
  
  Appendix B: Feats
  Feats
  If playing in a setting with firearms, these feats can bring
  firearm proficiency or expertise to your character.
  Gunner
  You have received basic training with firearms, gaining the
  following benefits:
  Increase your Dexterity score by 1, to a maximum of 20.
  You gain proficiency with firearms and bayonets.
  Gunsmith
  Prerequisite: Proficiency with firearms
  You are experienced in modifying firearms, granting the
  following benefits.
  Increase your Dexterity or Intelligence score by 1, to a
  maximum of 20.
  You gain proficiency with your choice of either tinker's
  tools or smith's tools.
  You can spend 8 hours and 20 gp using tinker's tools to
  add one of the following modifications to a firearm. A
  single firearm can have multiple modifications.
  Scope. Firearms and crossbows with scopes can be used
  like spyglasses. You can create a scope by destroying a
  spyglass. A scope can also be removed from a firearm or
  crossbow and installed on another one using this feat.
  Silencer. Silenced firearms are only moderately loud.
  Their sound carries for 300 feet instead of 1 mile outdoors.
  Waterproofing. Waterproof firearms can be loaded with
  minimal risk of dampening the wielder's gunpowder, so they
  can be fired while wet without disadvantage. Waterproofing
  does not make the gun function underwater.
  9
  APPENDIX B | FEATS
  
  Appendix C: Multiclassing
  This appendix contains multiclassing information as it
  pertains to the gunslinger class. For the general rules of
  multiclassing, see chapter 6 of the Player's Handbook.
  Prerequisites
  To qualify for a new class, you must meet the ability score
  prerequisites for both your current class and your new one,
  as shown in the Multclassing Prerequisites table. See
  chapter 6 of the Player's Handbook for the prerequisites of
  other classes.
  Multiclassing Prerequisites
  Class
  Ability Score Minimum
  Gunslinger     Dexterity 13, and Intelligence, Wisdom or
  Charisma 13
  Proficiencies
  When you gain your first level in a class other than your
  initial class, you gain only some of the new class's starting
  proficiencies, as shown in the Multiclassing Proficiencies
  table.
  Multiclassing Proficiencies
  Class
  Proficiencies Gained
  Gunslinger
  Firearms, crossbows, bayonets
  Class Features
  When you gain a new level in a class, you get its features for
  that level. You don't, however, receive that class's starting
  equipment, and a few features have additional rules for
  multiclassing: Channel Divinity, Extra Attack, Unarmored
  Defense, and Spellcasting.
  Extra Attack
  If you gain the Extra Attack class feature from more than one
  class, the features don’t add together. You can’t make more
  than two attacks with this feature unless it says you do (as the
  fighter’s version of Extra Attack does). Similarly, the warlock’s
  eldritch invocation Thirsting Blade doesn’t give you additional
  attacks if you also have Extra Attack.
  Channel Divinity
  If you already have the Channel Divinity feature and gain a
  level in a class that also grants the feature, you gain the
  Channel Divinity effects granted by that class, but getting the
  feature again doesn’t give you an additional use of it. You gain
  additional uses only when you reach a class level that
  explicitly grants them to you. For example, if you are a cleric
  6/paladin 4, you can use Channel Divinity twice between
  rests because you are high enough level in the cleric class to
  have more uses. Whenever you use the feature, you can
  choose any of the Channel Divinity effects available to you
  from your two classes.
  Spellcasting
  See chapter 6 of the Player's Handbook for the rules of
  Spellcasting and multiclassing. While adding your
  spellcasting levels to determine your available spell slots, add
  one third of your gunsligner levels (rounded down) if you have
  the Demon Hunter or Arcane Gunner feature.
  10
  APPENDIX C | MULTICLASSING
  
  Appendix D: Backgrounds
  Engineer
  You are a student or professional with a high degree of
  technical creativity and relevant academic aptitude. You have
  spent many late nights inventing new devices or refining
  existing designs, and have a greater understanding of
  mathematics and science than the general population. Your
  training may have come from a university or an army.
  Skill Proficiencies: Arcana, Investigation 
  Tool Proficiencies: The tool corresponding to your
  engineering discipline, and an artisan's tool of your choice. 
  Equipment: The tool corresponding to your engineering
  discipline, a scroll case containing drafts of your current
  project, a degree from an institution confirming your
  proficiency, and a pouch containing 15 gp.
  Engineering Disciplines
  You are especially skilled in one of the following fields. Reroll
  any result that the DM rules to be too advanced for the
  technological state of your character's world.
  d10 Engineering Discipline Tool Proficiency
  1
  Civil
  Mason's tools
  2
  Mechanical
  Tinker's tools
  3
  Vehicular
  Vehicles (land, water, or air)
  4
  Optical
  Glassblower's tools
  5
  Material
  Smith's tools
  6
  Electrical
  Jeweler's tools
  7
  Alchemical
  Alchemist's supplies
  8
  Biological
  Brewer's supplies
  9
  Analytical
  Analytical engines
  10 Cryptographic
  Forgery kits
  Feature: Engineered Solutions
  You are adept at solving problems with technology. You can
  implement known solutions, adapt existing technology, and
  create new inventions.
  In the field, you can use this expertise to repair siege
  engines, lay traps, clear obstructions, erect temporary
  structures, and perform other tasks of similar complexity.
  In your downtime, you can work on more ambitious
  projects. These are often team efforts. For example, you can
  help a city with the design of its aqueducts, or research the
  possibility of an alchemically fueled mechanical land vehicle.
  Suggested Characteristics
  Becoming an engineer requires years of education, training,
  and practice. Engineers are usually detail-oriented, hard
  working, and team players. They are knowledegable in
  academic topics, but are more interested in real world
  applications than pure theory.
  d8 Personality Trait
  1 I work through difficult problems out loud, and
  sometimes easy ones too.
  2 I can't read about something without wanting to try it
  out myself.
  3 I get so focused that I startle when interrupted.
  4 I like to explain things and share knowledge.
  5 I systematize most everything.
  6 I have equal appreciation for science and art, and want
  to bridge the gap between the two.
  7 I am a complete night owl.
  8 I try to get everybody's thoughts on an issue.
  d6 Ideal
  1 Progress. My work builds upon the past, and will be
  built upon by future generations. (Lawful)
  2 Learning. My solutions are only as clever as I am. (Any)
  3 Originality. My work is not just technology. It is art.
  (Chaotic)
  4 Helpfulness. I want to make things that help people.
  (Good)
  5 Pride. My work is a reflection of myself. That's why it
  needs to be the best. (Chaotic)
  6 Power. We all seek power beyond that provided by our
  nature. (Any)
  d6 Bond
  1 I'd like to open my own shop one day.
  2 I get a kick out of seeing others enjoy my work.
  3 Every problem is a puzzle, and I love solving puzzles.
  4 I'm going to get rich and famous off of my inventions.
  5 I am still close to the institution that trained me.
  6 My prized invention is a source of great pride.
  d6 Flaw
  1 I refuse to put an interesting problem down, even to
  the detriment of my responsibilities and well-being.
  2 I frequently talk about my work, even when others
  can't follow or aren't interested.
  3 I am always the smartest person in the room. Always.
  4 I have doubts about my skills despite my successes.
  5 My explanations are excessively detailed and long-
  winded, sometimes to the point of rambling.
  6 I procrastinate if I'm not interested in the task at hand.
  11
  APPENDIX D | BACKGROUNDS
  
  Appendix E: Version History
  7.1.0 - 2/10/2018
  More rebalancing.
  Class Features
  Targeting. Changes chest option from extra damage equal
  to grit modifier to disadvantage on next saving throw.
  Marksman
  One Shot, One Kill. Specifies that "damage modifier"
  refers only to the damage from your Dexterity modifier.
  Appendices
  Adds missing information to the changelog of 7.0.0 about
  One for All All for one, Frontier Skills, One Shot One Kill
  Renames fictional "pistoletta" to historical "hand cannon",
  increases its weight, and removes its light property.
  Removes 6.0.0 from changelog.
  8.0.0 - 2/22/18
  Changes to Frontiersman. Tweaks to Marksman / Musketeer
  Class Features
  Equipment. Changes priest's pack to scholar's pack
  Frontiersman
  Frontier Skills. Rodeo Star grants whip proficiency.
  Quick Draw moved from a 3rd level feature to a frontier
  skill. Gain a frontier skill at 7th level too now
  Quick Draw. Moved to Frontier Skills. Removes drawing
  1 handed weapon during initiative roll. Use limits your 1st
  turn's action to Attack with one handed weapons
  Trick Shots. Gain 1 at 3rd, 7th, & 9th level, not 3 at 7th
  Additional Extra Attack. Replaced with bonus shot
  Bonus Shot. Added
  Marksman
  One Shot, One Kill. Triples whole damage modifier
  instead of just the portion from Dexterity modifier
  Musketeer
  Close Quarters Combatant. Martial melee weapon
  changed to shortswords, rapiers, halberds, and pikes
  Appendices
  Adds dates to version numbers in change log
  Combination weapon guns tweaked
  Gunsmith Feat. Removes unbalanced modifications,
  changes scope
  8.1.0 - 4/24/18
  Small tweak to Frontiersman. Mentions new specialty.
  Class Features
  Arcane Gunner. Mentions new specialty.
  Frontiersman
  Quick Draw. Simplifies and nerfs. No longer grants
  advantage on initiative roll. No longer forces you to take
  first action as one-handed weapon attack, instead just
  grants disadvantage on two-one handed weapon attacks
  on first turn of combat if you use the feature.
  Bonus Shot. Fixes typo.
  Appendices
  Removes version 7.0.0 for space.
  8.2.0 - 5/18/18
  Changes shapechangers to lycanthropes in Demon Hunter
  class features.
  Class Features
  Demon Hunter
  Hunter Hunted. Changes shapechangers to lycanthropes.
  Esoteric Apothecary. Changes shapechangers to
  lycanthropes.
  8.2.1 - 1/24/19
  Moderate nerf to Demon Hunter's Channel Divinity.
  Clarification to combination weapons. Small buff to bayonet.
  Class Features
  Demon Hunter
  Channel Divinity: Reveal the Untrue. Shapechangers no
  longer have disadvantage on the saving throw.
  Appendices
  Makes a single combination weapon work with the
  Dueling fighting style, despite also containing a firearm.
  Makes bayonets work with Polearm Master.
  8.2.2 - 2/1/19
  Formatting and writing improvements. Tweaks.
  Class Features
  Targeting. Changes chest option back from disadvantage
  on next saving throw to extra damage, though now doing
  1d4 instead of grit modifier.
  Fighting Style. Adds Defense.
  Lucky Stars. Raises cost to 2 grit points.
  Marksman
  One Shot, One Kill. Reverts to tripling just damage die
  and portion of damage modifier from ability modifier.
  Appendices
  Reduces normal range of lassoes by 5 feet.
  Gunner feat. Adds bayonets.
  8.2.3 - 2/4/19
  Multiclass balance patch
  Class Features
  Frontiersman
  High Noon. Changes from attack's damage die to
  weapon's damage die to reduce Sneak Attack combo.
  12
  APPENDIX E | VERSION HISTORY
  
  Gunslinger
  A Class for the Fifth Edition of the World's Greatest Roleplaying Game
  Version 8.2.3
  Class by Xavier Lebec
  Art by Wojciech Depczyński
  Styled with The Homebrewery
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the
  Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
  .
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission
  under the Community Content Agreement for Dungeon Masters Guild.
  .
  All other original writing in this work is copyright 2019 by Xavier Lebec and published under the Community Content Agreement
  for Dungeon Masters Guild. All original artwork is copyright 2017 by Wojciech Depczyński, and used with permission.
  13
  VERSION, CREDITS, LEGAL
  
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