Gunslinger

Firearm Proficiency
Gunslingers gain proficiency with Firearms, thus able to add their proficiency bonus to Firearm attacks.

Grit
At the end of each Short Rest, a Gunslinger gains a number of Grit points equal to their Wisdom Modifier (minimum 1). The number of Grit points the Gunslinger has can never exceed their Wisdom modifier. The Gunslinger can regain Grit points in the following ways:
 * Critical Hit with a Firearm: Each time the Gunslinger scores a Critical Hit with a Firearm attack while in the heat of combat, they regain 1 Grit point.
 * Killing Blow with a Firearm: When the Gunslinger reduces a creature to 0 or fewer hit points with a Firearm attack, they regain 1 Grit point. If the death was due to a Critical Hit, you only gain 1 Grit, not two.

Deeds
Gunslingers use Grit points to perform Deeds. Some deeds are instant bonuses or attacks, while others are bonuses that can last for a period of time. Some deeds last as long as the Gunslinger has 1 Grit Point. A Gunslinger can only use Deeds that they meet the required level for.

Gunsmith
Starting at 3rd level, the Gunslinger gains proficiency with Tinker’s Tools, able to use them to craft ammunition, repair damaged firearms, or even draft and create them.

Deadeye
Starting at 3rd level, the Gunslinger can spend 1 Grit point and a Bonus Action to gain Advantage on the next Attack roll they make this round. The Gunslinger chooses to make a Deadeye attack and spends Grit before making the attack roll, and cannot be combined with other Deeds that affect an attack.

Quick Draw
Starting at 7th level, as long as the Gunslinger has 1 unspent Grit point, they gain +2 Initiative and can draw Firearms as a free Flourish.

Dead Shot
Starting at 7th Level, the Gunslinger can spend 1 or more Grit points and spend their Action this turn to unleash a single, deadly shot with a Firearm. Make a single attack roll with a +1 to hit for each Grit point spent. If the attack hits, it deals damage normally, with an additional dice of weapon damage per grit point spent. If the attack missed, Grit points are still expended. (ex: 3 Grit points = +3 to hit, +3d[firearm damage dice])

Violent Shot
Starting at 7th Level, the Gunslinger can spend 1 or more Grit points before rolling an Attack. For each Grit point spent, that Attack gains +1 to the weapon’s Misfire number. If the attack hits, it deals an additional dice of Firearm damage per Grit point spent. If the attack misses, Grit points are still expended. (ex: 3 Grit points = +3 to misfire, +3d[Firearm Damage Die]). Weapons with multiple damage dice add only 1 die per Grit spent. (ex: a 2d12 gun adds +1d12 per Grit)

Targeting Shot
Starting at 10th Level, the Gunslinger can spend a Grit point to target a specific location on a foe’s body with a Firearm. If the attack misses, the Grit point is still lost. If the Gunslinger has multiple attacks for their Attack action, they can make multiple Targeted shots for 1 Grit point each
 * Arms - On a hit, no damage is dealt, but the foe drops 1 item of the Gunslinger’s choice.
 * Head - On a hit, the target takes normal damage, and has disadvantage on attacks for 1 round.
 * Legs - On a hit, the target takes normal damage, and must make a Constitution Saving Throw (DC = 5 + Damage Dealt) or is knocked prone.
 * Torso - The attack is a Critical hit on a 18-20.
 * Wings - On a hit, the target takes normal damage, and must make a Constitution Saving Throw (DC = 5 + Damage dealt) or plummet 20 ft.

Lightning Reload
Starting at 15th level, as long as the Gunslinger has 1 unspent Grit point, they can reload a one-handed or two-handed firearm as a Bonus action.

Cheat Death
Starting at 18th level, whenever the Gunslinger is reduced to 0 hit points or lower, the Gunslinger can immediately spend all of their current Grit points (minimum of 1) to instead be reduced to 1 hit point.

Mortal Shot
Starting at 18th level, whenever the Gunslinger scores a Critical Hit with a firearm (even with another Deed), they can spend a Grit point to increase the damage multiplier for that attack from x 2 to x 3.

Reload
The weapon can be fired a number of times equal to its Reload number before the wielder must spend 1 Attack of your Attack Action, or an Action, to reload. You must have one free hand to reload a firearm.

Misfire
Whenever the Firearm is fired in a way that requires an Attack Roll, if the dice roll is equal to or lower than the Misfire number, the weapon Misfires, the attack misses, and it cannot be used to attack again until an Action and successful Tinker’s Tools Ability Check (DC = 10 + Firearm’s Misfire Score) is used to repair and clear the weapon. Should the Tinker’s Tools check fail, the weapon is considered broken and must be repaired out of combat at half the cost of the weapon (or DM’s discretion).