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Gunslingers wield all manner of firearms as they ponder their place in society, wander the world, and settle old grudges. These fighters use new technology to do battle but the reasons they fight are timeless. Gunslingers live by a code, though whether that code gives them free reign to terrorize the local town or demands they protect it at all costs depends on the path they choose for themselves. When you live and die by the gun, you’re a gunslinger.

Bonus de Maîtrise

At 3rd level, you gain proficiency with side arms, long arms, one gaming set of your choosing, and tinker’s tools.

True Grit

At 3rd level, your down and dirty gun fighting has forced you to dig deep for your grit. Your access to this inner strength is represented by a number of grit points. You have 5 grit points. You can expend a grit point to power a Deed, special abilities gunslingers learn at later levels, or for one of the following benefits;

Iron Sights. You can expend a grit before you make a weapon attack with a firearm to gain advantage on the attack roll.

Fast Hands. You can expend a grit when you use the Attack action to ignore the loading property of a firearm until the start of your next turn.

Quick Fix. After you make an attack roll you can spend 1 grit to ignore the misfire property of a side arm or long arm.

You regain an expended grit point whenever you score a critical or reduce a creature to 0 hit points with a firearm attack. You regain all expended grit points when you complete a short or long rest.