The drop is endless. The Gunslinger savors the rush of speed, her cloak snapping behind her, and she lands on her feet in the belly of the cavern without bothering to kill her momentum. Moon dust blows away in anemic puffs, and she lifts her head to look around. She doesn’t need to wait long.
Thrall rise from the darkness in a pale, shrieking wave, and she lifts her hand cannon and blows them away with lazy confidence. The foe she seeks is old—old enough, perhaps, to remember the countless worlds its kind have razed, the countless species its god-leaders have annihilated in their violent worship. These skeins of corrupted flesh are only an inconvenience.
She runs deeper into the tunnel, dropping mag after mag as she goes, burning through the Hive like a hot wind, fanning the hammer from her hip in time with her heartbeat. With the cannon’s every kick her focus grows—and her grin widens.
Her quarry finds her first. A wizard hovers up from the bowels of some hideous cavern, and bolts of fiery magic envelop her before she can react. She experiences a moment of panic as her shields fail—how many Guardians have died nameless and forgotten in these tunnels, she wonders—but purest clarity follows soon after, and the rush of adrenaline sharpens her reflexes.
Cover is scarce, but ghostly light casts shadows enough that she can keep herself alive as she dodges from crumbling rock to crumbling rock, always just ahead of the wizard’s wrathful bolts. Her pulse hammers in her ears, she tastes blood on her tongue, and her Ghost is screaming at her to disengage. Yet within her she feels the power building, and at last, at last, she raises her arm and embraces the Traveler’s gift. Golden Light floods the cavern, and when she levels her hands at her foe her grin is a wolf’s, and she does not hesitate.
Later, once her pulse has slowed, she sifts through the ashes of her enemy. One strange waxen idol is all she finds. Worth some glimmer at least, maybe enough for a new knife—or a few rounds at the Tower bar. She’ll share the story later, and the others will ask her why she bothered in the first place.
They don’t understand. Beyond the Last City lie the wilds, and the wilds belong to her.

Crack Shot
Cocky show-offs. Careless thrill-seekers. Insufferable crack shots. Gunslingers are often called such things, and more—and it’s all true. While not all Gunslingers demonstrate the arrogant affect for which these Hunters are especially known, they do all share an obsession with the perfect shot. Their drive to find it, aim for it, and make it leads them to challenge themselves to great feats of marksman-ship and derring-do. All Hunters tend to be loners in one way or another, but for Gunslingers, solitude is mostly a matter of keeping the bragging rights to themselves and making sure nobody gets in the way when a chance arises to take aim for a perfect shot.
For the Love of the Crowd
Almost all Risen find themselves alone at first, and those who become Hunters often prefer to keep things that way even after making the acquaintance of other Guardians. Gunslingers are typically the most gregarious Hunters, if only because they want an audience for their tall tales. Even so, they usually like to take plenty of time to themselves, and often operate with a sort of loose independence from their fireteams. Despite this, and though often maligned for boastfulness and excessive swagger, Gunslingers’ preternatural acuity and peerless precision are highly valued by the teams they join.
Recommended Exotics
Weapons: Hawkmoon, The Last Word
Armor: Celestial Nighthawk, Lucky Pants
Class Features
As a gunslinger, your superclass is Hunter and your Power is derived from the Light. You gain the following class stats and features.
| Level | Proficiency Bonus | Features | Power Level |
|---|---|---|---|
| 1st | +2 | Gunslinger’s Tenacity, Tactical Power, Weaponized Personality | 1st |
| 2nd | +2 | Radiant Weaponsmith, Solar Grenade Powers | 1st |
| 3rd | +2 | Gunslinger Style, Super Power • The Outlaw • The Sharpshooter • The Showman | 1st |
| 4th | +2 | Ability Score Increase, Support Power | 1st |
| 5th | +3 | Extra Attack | 2nd |
| 6th | +3 | Archetype Feature | 2nd |
| 7th | +3 | Aspects of the Gunslinger | 2nd |
| 8th | +3 | Ability Score Increase | 2nd |
| 9th | +4 | — | 3rd |
| 10th | +4 | Ashes to Assets | 3rd |
| 11th | +4 | Archetype Feature | 3rd |
| 12th | +4 | Ability Score Increase | 3rd |
| 13th | +5 | — | 4th |
| 14th | +5 | Additional Aspect | 4th |
| 15th | +5 | Archetype Feature | 4th |
| 16th | +5 | Ability Score Increase | 4th |
| 17th | +6 | — | 5th |
| 18th | +6 | Endless Style | 5th |
| 19th | +6 | Ability Score Increase | 5th |
| 20th | +6 | Legerdemain | 5th |
| Optional: Become Prismatic |
Hit Point Stats
Shield die: d8
Shield recharge roll: (1d8 per Power level) + your Power modifier
Maximum Overshields: 5 times your Power level
Shield points at 1st level: 8
Shield points at higher levels: add 5 (or 1d8) for each level after first
Health points at 1st level: 8 + your Constitution modifier
Health points at higher levels: add your Constitution modifier for each level after first, minimum +0
Starting Proficiencies
Armor: Light, medium
Weapons:
- Simple Melee Weapons: all
- Martial Melee Weapons: small blades
- Martial Ranged Weapons: none
- Simple Firearms: all
- Martial Firearms: breech grenade launchers, fusion rifles, light machine guns, linear fusion rifles, shotguns, sniper rifles, trace rifles
Saving Throws: (Choose Dexterity or Strength) and Charisma
Toolkits: Weaponsmithing
Skills: One Charisma-based skill of your choice, and any one other skill of your choice
Power Stats
Power ability score: Charisma
Power modifier: your Charisma modifier
Power level: see gunslinger class table
Power save DC: 8 + your proficiency bonus + your Charisma modifier
Power attack modifier: your proficiency bonus + your Charisma modifier
Power saving throw: make a Charisma saving throw
Hunter’s Instincts
As a Risen Hunter, you are proficient in the Survival skill, and you may take the Disengage action as a bonus action on your turn.
Also, after jumping, you can perform one additional jump while airborne from your initial jump and not Prone. This additional jump is performed as a standing jump if your initial jump was a standing jump, or as a running jump if your initial jump was a running jump. It still costs 1 foot of movement for every foot you jump, as normal.
Finally, when calculating your jump distances, you may use your Dexterity score/modifier in place of your Strength score/modifier.
Gunslinger’s Tenacity
The Light of a gunslinger is well known to exude power, grace, and oppressive charm. This overflowing power manifests itself in the form of Tenacity. Whenever you cast a gunslinger Power, you gain 1 Tenacity. You can spend your Tenacity on Tricks, your options for which are detailed next. You may perform multiple Tricks at once, but you can’t perform the same Trick more than once on a turn unless otherwise stated.
Maximum Tenacity and Recovery. The maximum amount of Tenacity you can have is equal to your Charisma modifier + your Power level. However, when you complete a brief rest, if you have an amount of Tenacity greater than your Power level, it’s reduced to be equal to your Power level.
Furthermore, once you spend Tenacity, you can’t gain Tenacity for the remainder of the turn.
Concentrating on Tricks. If you perform a Trick which requires concentration, you cannot gain Tenacity while concentrating on it.
List of Tricks
Tricks are listed in alphabetical order. You cannot perform a Trick if you don’t have enough Tenacity to spend, nor if you are Incapacitated.
Make it Work (Costs 3 Tenacity). When you take a shot with a weapon you aren’t proficient with, you can spend Tenacity to treat yourself as proficient with that weapon for this shot.
Payback (Costs 2 Tenacity). If a creature hits you with a weapon attack, you may spend your reaction to make a weapon attack against them.
Rub Some Dirt On It (Costs varies). When you make a shield recharge roll, you may spend Tenacity to maximize a number of dice in your shield recharge roll. You spend 1 Tenacity for the first die you maximize in this way, then 2 Tenacity for each die you choose to maximize after. You can choose to do this after making your shield recharge roll.
Run and Fun (Cost varies). If you use your action to Dash and then move at least 20 feet in a straight line, you may make weapon attacks or tactical Power attacks during this movement. It costs 2 Tenacity per attack. You can’t use this Trick to make more attacks than you normally could with an Attack action made on your turn, and you can’t gain Tenacity from any Powers you cast this turn.
Shoot With My Heart (Costs 1 Tenacity). When you take a shot with a firearm, you may immediately gain the benefits of the Aiming condition until the start of your next turn.
Slippery Fighting (Costs 1 Tenacity). You prevent the next 5 feet of your movement from provoking reactions. You may use this option multiple times on a turn, but you must spend 1 Tenacity for each 5 feet of movement.
Stopping Power (Costs 2 Tenacity). If you hit a Large or smaller creature with a weapon attack, and at least one of the damage dice rolled its maximum, you may reduce the target’s speeds to 0 until the end of its next turn.
The Smolder (Costs 1 Tenacity). If you make a Charisma ability check that benefits from your proficiency bonus, you may treat any roll of 9 or less as a roll of 10. You must choose to do this before making your roll.
Tactical Power
Even at 1st level you gain your tactical Power, which you cast by spending a tactical Power charge. You have one tactical Power charge, and the maximum you can have is one. Choose one of the following tactical Powers to learn now.
Explosive Knife
Casting Time and Type: 1 action, tactical Power
Range: 20 feet
Recharge die and score: d6, 5+
Duration: Up to 1 minute
You throw a conjured solar knife onto a hard surface within range. The knife remains in place up to the duration or until it detonates, whichever happens first. Until then, it monitors an active area that consists of a 5-foot radius sphere originating from itself.
If a creature other than yourself starts their turn within the active area, or if they enter the active area for the first time on a turn, the knife detonates. All targets in the area must make a Dexterity saving throw, taking 2d6 explosive solar damage on a failed save, or half as much on a success.
If you attempt to hit a creature with this knife, make a ranged Power attack roll. On a hit the knife sticks to the creature and immediately detonates, causing the creature to automatically fail their saving throw. If you miss, the knife immediately detonates within the space of the creature and you resolve this Power normally.
At Higher Levels. The amount of dice you roll for this Power’s damage increases by one at 5th level (3d6), 11th level (4d6), and 17th level (5d6).
Knife Trick
Casting Time and Type: 1 action, tactical Power
Range: 30-foot cone
Recharge die and score: d6, 4+
Duration: Instantaneous
You fashion three knives out of your Light and throw them at up to three targets within range. Each knife deals 1d4 + 1 solar damage to a target. You may not choose the same target multiple times. Each target that takes damage from a knife must also succeed on a Constitution saving throw or become Scorched for the next minute.
A target Scorched by this may repeat the saving throw at the end of each of its turns, ending the effect on itself early on a success. A target that succeeds on the saving throw, or for whom the effect ends, is immune to being Scorched in this way for 24 hours.
At Higher Levels. The amount of damage each knife deals increases by 1d4 at 5th level (2d4 + 1 per knife), 11th level (3d4 + 1 per knife), and 17th level (4d4 + 1 per knife).
Weighted Knife
Casting Time and Type: 1 attack, tactical Power
Range: 20/60 feet
Recharge die and score: d6, 6+
Duration: Instantaneous
You conjure a throwing knife out of your Light and throw it at a target within range. Make a ranged Power attack roll, adding your Power level to your attack modifier for this. On a hit that target takes 1d10 + your Power modifier in solar damage.
Precision Throw. You may cast this Power as an action, instead of as an attack. For this cast, the critical hit range of your attack roll increases by an amount equal to your Power level.
At Higher Levels. The amount of dice you roll for this Power’s damage increases by one at 5th level (2d10), 11th level (3d10), and again at 17th level (4d10).
Weaponized Personality
Gunslingers know a well-placed word can do as much damage or win as much acclaim as a well-placed shot. You have a natural ability to draw on your own personality as a kind of weapon, whether you pull intimidating stony silence, unassuming roguish charm, or jovial arrogance. You become proficient with one Charisma-based skill of your choice. If you choose a skill you’re already proficient with, it may now benefit from Expertise.
Radiant Weaponsmith
At 2nd level, your knack with Solar light has gifted you enhanced prowess at tinkering with the focus of your gunslinger powers: your weapons. You gain Expertise with your weaponsmithing toolkit proficiency.
Solar Grenade Powers
Also at 2nd level you gain your grenade Power, which you cast by spending a grenade Power charge. You have one grenade Power charge, and the maximum you can have is one. You learn the Incendiary and Tripmine grenade Powers now. If you opt to learn a new grenade Power when your proficiency bonus increases, you choose from the solar grenade Power list.
Incendiary Grenade
Casting Time and Type: 1 action, grenade Power
Range: 60 feet (mortar)
Recharge die and score: d8, 8+
Duration: Instantaneous
You hurl a grenade packed with solar Light at a hard surface within range, and upon impact the grenade detonates. All targets within a 5-foot line-of-contact with the impact site must make a Dexterity saving throw. Targets that fail this saving throw take 3d6 explosive solar damage and are Scorched for the next minute. Targets that succeed take half as much damage and are not Scorched.
A creature Scorched in this way may repeat a Constitution saving throw at the end of each of its turns, ending the effect itself early on a success. Creatures that succeed on their saving throw, or for whom the effect ends, are immune to being Scorched in this way for 24 hours.
At Higher Levels. When you cast this grenade at a Power level of 2nd or higher, its damage increases by 1d6 for each Power level you are above 1st.
Tripmine Grenade
Casting Time and Type: 1 action, grenade Power
Range: 60 feet (mortar)
Recharge die and score: d8, 8+
Duration: Up to 1 minute
You throw or place a solar-crafted grenade onto a hard surface within range. The grenade remains in place up to the duration or until it detonates, whichever happens first. Until then, it monitors an active area that consists of a 15-foot cone which must extend perpendicularly out from the surface the grenade is stuck to.
If a creature other than yourself starts their turn within the active area, or if they enter the active area for the first time on a turn, the grenade detonates. All targets must make a Dexterity saving throw, taking 3d10 explosive solar damage on a failed save, or half as much on a success.
If you attempt to throw this grenade onto a creature, make a ranged Power attack roll (range 10/30). On a hit the grenade sticks to the creature and immediately detonates, causing the creature to automatically fail their saving throw. If you miss, the grenade falls to the creature’s feet and does not begin monitoring its active area until the start of your next turn.
Power-Made Device. This grenade can be destroyed if it takes any amount of damage. For this purpose, the grenade has an AC equal to 10 + your Power level, fails all saving throws, and is immune to poison or psychic damage.
At Higher Levels. When you cast this grenade at a Power level of 2nd or higher, its damage increases by 1d10 for each Power level you are above 1st.
Gunslinger Style
At 3rd level, you settle into a combat style that best suits your tastes as a Gunslinger, and determines how your skills will develop. Choose the Outlaw, the Sharpshooter, or the Showman style, each of which is described at the end of this class. The style you choose grants you special features at select levels, as seen in your class table.
Super Power
When you reach 3rd level, you learn to cast your super Power, which you do by spending your super Power charge. You have one super Power charge. Regardless of any other features, traits, exotic items, or other sources, you may never have more than one super Power charge. Choose one of the following super Powers to learn now.
Blade Barrage
Casting Time and Type: 1 action, super Power
Range: 60 feet
Recharge die and score: d20, 19+
Duration: Instantaneous
You create fistfuls of throwing knives out of your Light, then hurl them at three spaces within range. Each space must consist of a 5-foot cube with at least one face touching a hard surface or creature, and each cube must have at least one corner touching another.
Every target within 5 feet of a cube must make a Dexterity saving throw, taking 5d8 + your Power modifier in explosive solar damage on a failed save, or half as much damage on a success.
At Higher Levels. The damage of this Power increases by 2d8 for each Power level you are above 1st.
Deadeye
Casting Time and Type: 1 bonus action, super Power
Range: self
Recharge die and score: d20, 18+
Duration: Concentration, up to 1 minute
You channel your Light into a non-Payload firearm you’re wielding and turn it into a Deadeye Golden Gun. Until the duration ends or until you take 3 shots with it (whichever happens first), shots with this weapon are modified in the following ways:
- Your weapon is considered a Power weapon made by your super Power.
- When you deal damage from a shot with this weapon, you may increase the damage by 2d6.
- All damage dealt with this weapon is now solar damage.
- The critical hit range of the weapon is increased by an amount equal to your Power ability modifier. You cannot roll a critical miss with your weapon.
- Your weapon is considered to have the Unwieldy property.
Because your Golden Gun is channeled through a weapon, shots with it can benefit from any feature, condition, perk, or other source that normally affects the weapon.
At Higher Levels. The bonus damage this Power grants increases by 2d6 for each Power level you are beyond 1st.
Six-Shooter
Casting Time and Type: 1 bonus action, super Power
Range: self
Recharge die and score: d20, 18+
Duration: Concentration, up to 1 minute
You channel your Light into a non-Payload firearm you’re wielding and turn it into a Six-Shooter Golden Gun. Until the duration ends or until you take 6 shots with it (whichever happens first), shots with this weapon are modified in the following ways:
- The weapon is considered a Power weapon made by your super Power.
- You cannot roll a critical miss with your weapon.
- All damage dealt with this weapon is now solar damage.
- Whenever you use an action, bonus action, or reaction to take a shot with your Golden Gun, and your Golden Gun doesn’t have the Unwieldy property, you may make one additional attack as part of it. You can only benefit from this additional attack once on a turn.
Because your Golden Gun is channeled through a weapon, shots with it can benefit from any feature, condition, perk, or other source that normally affects the weapon.
Shield Alignment. While concentrating on this Power and wielding your Golden Gun, your energy shields are considered solar-aligned.
Ability Score Increase
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.
Support Power
Beginning at 4th level, you learn to cast your support Power, which you do by spending a support Power charge. You have one support Power charge, and the maximum you can have is one. Choose one of the following support Powers to learn now.
Acrobat’s Dodge
Casting Time and Type: 1 bonus action, support Power
Range: Self (grounded only)
Recharge die and score: d6, 6+
Duration: Instantaneous
You gain the benefits of the Dodge action and, as part of this bonus action, may move up to 5 feet. After, any creatures of your choice within 5 feet of you becomes Empowered (rank 1).
At Higher Levels. You grant Empowered (rank 2) instead beginning at 7th level, then Empowered (rank 3) starting at 14th level.
Gambler’s Dodge
Casting Time and Type: 1 bonus action, support Power
Range: Self (grounded only)
Recharge die and score: d6, 6+
Duration: Instantaneous
You gain the benefits of the Dodge action and may make one tactical Power recharge roll for each hostile creature within 10 feet of you.
Marksman’s Dodge
Casting Time and Type: 1 bonus action, support Power
Range: Self (grounded only)
Recharge die and score: d6, 6+
Duration: Instantaneous
You gain the benefits of the Dodge action and the following additional effects:
- One weapon you are already holding is reloaded, overcoming the Cumbersome property if present.
- Until the start of your next turn, that same weapon has its critical hit range increased by one, and its critical miss range decreased by one.
Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action with a non-Power weapon on your turn. Attacks with Power weapons may only benefit from this feature if the weapon’s description explicitly allows it.
Aspects of the Gunslinger
At 7th level, you gain one of the following Aspect features of your choice. You can’t choose an option more than once, even if you later get to choose again.
Knock ‘Em Down
You gain a second tactical Power Charge. Additionally, reducing a hostile creature to 0 hit points with damage from a tactical Power allows you to regain one tactical Power charge.
Gunslinger’s Trance
If you are missing your super Power charge, weapon attack rolls that exceed your target’s AC by 4 or more reduce the recharge value of the last super Power you cast by one. This reduction lasts until you regain the super Power charge or complete a brief rest, whichever happens first.
On Your Mark
When you roll initiative, you may also immediately cast a support Power. When you do this, you grant yourself and all creatures of your choice within 10 feet of you a +5 to their initiative roll.
Improvised Explosive
You learn the Improvised Explosive support Power, shown below.
IMPROVISED EXPLOSIVE
Casting Time and Type: 1 action, support Power (Aspect-based)
Range: 30 feet
Recharge die and score: d6, 6+
Duration: Instantaneous
You fashion an improvised bomb out of your solar Light and throw it at a space you can see within range, whereupon it explodes. All targets within 5 feet must make a Dexterity saving throw, taking 4d8 explosive solar damage on a failed save, or half as much on a success.
At Higher Levels. The damage of this Power increases by 1d8 for each Power level you are above 2nd.
Ashes to Assets
When you reach 10th level, if you reduce a hostile creature to 0 hit points with damage from a gunslinger Power, you gain an amount of Tenacity equal to your Power level.
Additional Aspect
At 14th level, you may choose a second gunslinger Aspect.
Endless Style
At 18th level, after you cast a gunslinger support Power, you may immediately make a support Power recharge roll.
Legerdemain
By 20th level, your long experience handling all kinds of weapons—as well as performing other tricks requiring a delicate touch or a firm grip—has endowed you with exceptionally skillful hands. Choose either Strength or Dexterity. Your chosen score increases by 4, and your maximum possible for that score increases to 24.
Gunslinger Styles
For a gunslinger, it isn’t enough to just draw, aim, and shoot. Even if you do that real well, you have to do it with style. Your choice of style will shape how you fight and what tricks you can pull off as your proficiency advances.
Nomad, wanderer, lone wolf—whatever they call you, as an outlaw, you know how to survive on your own, and you have the skills to see yourself through. You prefer to keep on the move, but like to stop to tell a good story, even if its truthfulness depends on the credulence of the listeners. One thing is indisputably true, though: you carry a golden Light in your heart that never lets you down so long as you aim quick and sharp.
Roadborn Tenacity
Becoming an Outlaw at 3rd level means getting comfortable with life beyond the City. You’ve developed a certain ruggedness which allows you to pull through in dire situations. If you fail a saving throw, you may choose to succeed instead. You can do this a number of times equal to your Charisma modifier (minimum once). You regain all uses when you complete a long rest.
Furthermore, you may use your Strength or Constitution modifier, instead of your Dexterity modifier, for determining your AC with medium armor.
Dirty Tricks
At 3rd level, you start to embody the truth of fighting: if you’re not cheating, you’re not trying—and nobody cheats harder than you. Once on your turn, if you perform a Trick that only spends 1 Tenacity, you don’t have to spend that Tenacity. This does allow you to still earn Tenacity on this turn until you spend Tenacity, like normal.
You also learn the following tricks.
Outlaw Tricks
Dirt in Your Eye (Costs 2 Tenacity). If you roll at disadvantage on an attack roll and your attack would have hit, if it weren’t for the disadvantage, the target has disadvantage on all attacks it makes until the end of its next turn.
Fan the Hammer (Costs 3 Tenacity). When you take the Attack action, instead of resolving the action normally, you may spend Tenacity to take a shot with a non-Payload firearm you’re proficient with against all creatures within 10 feet of a point you can see. This point must be within your weapon’s effective range and you must have enough ammunition for all shots. Make an attack roll against each target. You cannot perform this Trick if you normally cannot take more than one shot with your weapon when you take the Attack action.
Man-handle (Costs 1 Tenacity). After you make a weapon attack against an enemy within 5 feet of you, you may spend Tenacity to make a grapple or shove attempt as an item interaction.
Watchful Eye
Starting at 6th level, your sense of your surroundings has grown uncannily keen. If a hostile creature moves within 5 feet of you, you may use your reaction to cast a support Power.
Jack of All Guns
By the time you’ve reached 6th level, you have handled more guns than you can count, and accordingly know your way around everything from boot-holstered sidearms to anti-armor heavy sniper rifles. You gain proficiency with all firearms.
Gunfighter
At 10th level, aiming costs 5 less feet of movement for you. Additionally, if you reduce a hostile creature to 0 hit points, you may make a shield recharge roll. Like normal, whenever you make any shield recharge roll, you must wait until the start of your next turn before you may do so again.
Sixth Sense
At 15th level, your gunfighting focus has developed into an all-pervasive awareness of your surroundings in a fight. If your speed is greater than 0 and you are not Incapacitated, creatures within 30 feet of you cannot gain advantage on their attacks against you. Additionally, if you take the Attack action on your turn and would have disadvantage on one or more of your attacks, you may spend a use of your Roadborn Tenacity feature to have advantage instead.
As a sharpshooter, you live for landing your shots precisely where you call them. You prefer to view the battlefield through a scope, where your eagle eye can pick out the sweet spots from long range.
Aim for the Weak Spot
When you become a Sharpshooter at 3rd level, you learn to focus your sight on the minutiae of a target to inflict greater wounds. When you make an attack roll against a target while Aiming, you may choose to treat the target’s AC as 2 higher. If you hit, you may add an additional damage die to your weapon’s base damage.
Alacrity
Additionally at 3rd level, you’ve honed your Tenacity as you fight by stacking precision hits on the foes in your scope. You gain a point of Tenacity after you resolve an attack roll that exceeds a target’s AC by 4 or more. You also learn the following tricks:
Sharpshooter Tricks
As Easy as Seeing (Costs 2 Tenacity). When you take a shot with a non-Payload firearm that is not affected by disadvantage, you can perform this Trick to add a bonus to hit equal to your Power Level.
Not So Fast (Costs 1 Tenacity). If a creature you can see makes an attack roll against you or a target within 5 feet of you, you may use your reaction to perform this Trick in an attempt to stop them. Make a weapon attack. On a hit you deal no damage, but you cause their attack roll to miss. If you don’t have a weapon, you may spend 1 additional Tenacity to grab a reasonable nearby object and throw it as an improvised ranged weapon attack for this Trick instead.
Ricochet Shot (Cost varies). When you take a shot with a non-Payload firearm, you can spend 1 Tenacity to perform this Trick and bounce the shot off a stone or metal surface within the effective range of your firearm. This changes the trajectory of the shot to go in a direction of your choice. You may continue to bounce your shot off surfaces by spending 1 additional Tenacity per surface, but the shot cannot travel a total distance greater than the maximum range of the firearm. You must be able to see the first point of ricochet as well as the final target of the shot, but you do not need to see any points of ricochet in between. You only make your attack roll against the final target of the shot for this Trick.
Over the Horizon
By the time you reach 6th level, you possess stupendously sharp aim. While you are Aiming with a firearm that has a medium or long range band, taking a shot against a target within the firearm’s maximum range does not force disadvantage on your attack roll.
Keyhole
At 10th level, you place your shots so well that you could send a bullet up the barrel of the gun your enemy points at you. If a target is behind anything less than full cover, it gains no benefits from its cover against your attack rolls.
Uncanny Aim
Beginning at 15th level, when you miss with an attack roll, you can spend Tenacity to grant yourself +2 to the attack roll. You can spend multiple Tenacity when you do so, gaining an additional +2 to hit per Tenacity spent.
People know Hunters like to show off, but none can do it so well as a Showman gunslinger. You delight in delivering the unexpected, in turning the tides and making your mistakes just another step in “the plan.” When the pressure is on, enemies box you in, and ammo runs out, you put on a smile—and then put on a show.
Opening Act
When you become a Showman at 3rd level, you know that every good show needs a killer opener. The first time you make an attack roll or ability check at disadvantage on a turn, you can choose to spend 2 Tenacity to use either die as the result. You can choose to do this after making your roll.
Presentation
Additionally at 3rd level, you know how to play off your ‘mistakes’ and turn them into eye-catching displays of prowess. Whenever you make an attack roll or ability check at disadvantage, you gain 1 Tenacity. Additionally, you learn the following Tricks:
Showman Tricks
Eyes On Me (Costs 1 Tenacity). As an action, you may attempt to draw all eyes to you. All creatures within 80 feet who can clearly hear and see you must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or they become Charmed by you. The condition lasts for the next 10 minutes or until you or your allies act hostile to it or its allies, whichever happens first.
Do the Wiggle (Costs 3 Tenacity). If you are subject to an effect that allows you to make a Dexterity saving throw to prevent yourself from taking damage, you may perform this Trick so you only take half damage if you fail the saving throw, and no damage if you succeed. You can choose to perform this Trick after making your saving throw, but not after you know the result. If you would know the result before making your saving throw, you must choose to perform this Trick before making your saving throw.
Mag Check (Costs 2 Tenacity). When you reload, you can attempt to do so with flare, flinging your spent mag at a target within 10 feet. Make a Performance ability check against the AC of a target. If you succeed, it is Incapacitated until the start of its next turn.
Shine Bright
At 6th level, you’ve come to learn that there’s no better way to show off than to cast your Powers. The recharge value of gunslinger tactical Powers you know is reduced by 1 for you. This includes gunslinger tactical Powers you learn in the future.
Additionally, you learn a new way to spend Tenacity: once on your turn, you can spend 3 Tenacity to cast a grenade or tactical Power you know as a bonus action, if it wasn’t already a bonus action to do so.
Flaunt It
When you reach 10th level, if you make an attack roll with disadvantage and still hit your target, you can choose one of the following benefits to immediately receive:
- Gain 1 Tenacity. You can’t choose this if you’ve already spent Tenacity on this turn.
- Add your proficiency bonus to the damage roll.
- Until the start of your next turn, the target has disadvantage on attacks it makes against anyone other than you.
The World’s Your Stage
By 15th level, you know how you turn any occasion into a show of style and skill. Whenever you cast your super Power, you immediately gain Tenacity up to your Power level.
