No Coward's Weapons
Advantage on saving throws against being frightened. If you are frightened, you can spend an action to gaze down at your firearm if you have it drawn, instilling you with a nearly supernatural courage, ending the effect on yourself and gaining temporary hit points equal to d8 + your gunslinger level.
Gun Tactics
Akimbo Shooting
When wielding two light firearms, you can add your ability score modifier to the damage of the second attack. You can reload both light firearms at once using a bonus action.
Basic Gun Stunts
Gunslingers learn unique skills that set them apart from
anyone else who can point and shoot a gun. At 2nd level, you
can perform various different daring feats with your firearms.
You can use the following abilities during your turn.
Analytical Shot. You can use a bonus action to train your
firearm's sights on a creature's vitals before you fire. When
you do, you can use your Intelligence modifier, instead of your
Dexterity modifier, when making an attack roll.
Run 'N Gun. If you make an attack roll with a firearm, you
can use a bonus action to move 10 feet in any direction.
Quick Clear. You can use a bonus action to clear your
firearm's chamber if it misfires.
Speed Loader. You can reload any firearm with the long load
property as a bonus action, unless it has the heavy property,
or load all shells instead of three for a firearm with the shell
loading property as a bonus action.
Slinger's Senses. You can make a Wisdom(Perception)
check as a bonus action, as long as you have a gun drawn.
Quickdraw
At 2nd level, your hands are fast as lightning in a shootout.
You can holster a firearm and draw a different firearm as part
of your movement or action before needing to use your Use
Object action. Additionally, you can use your firearms to make
opportunity attacks at enemies who have moved out of melee
range, if you have the ammunition to do so.
Gunslinging Trail
Virtuoso
You get 4 Superiority Dice (d8) reset at short or long rest.
The Art of Lead
3 Tricks:
Concussive Attack. When you make a successful weapon
attack, you can spend a superiority die and add the number
rolled to the attack's damage. You cause your target to be
discombobulated, imposing disadvantage on the next attack
they make.
Dodge Roll. When a creature damages you, you can use
your reaction to expend a superiority die to deftly roll out of
the way as a reaction. The damage you take is reduced by the
number rolled on your superiority die, and you can move 10
feet in any direction without provoking opportunity attacks.
Warning Attack. When you miss a creature with a weapon
attack, you can expend one superiority die to attempt to
frighten the target as the shot whizzes past them. The target
must make a Wisdom saving throw. Subtract the result of
your superiority die from their roll. On a failed save, it is
frightened of you until the end of your next turn.
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THERE IS TOO MUCH
Just look at this: https://drive.google.com/file/d/0BwRBp4t9A8LbM0ZDdkRObHdzX0E/view
- (a) A personal effect, such as a hat, cape, or trenchoat and leather armor or (b), a personal effect and scale mail (if proficient).