Gunslinger
Overview
Master Sharpshooters, the first to dive for cover and able to take advantage of every opportunity, the Gunslinger and his dual blasters are the perfect team. There's a right target for ending every disagreement, and the Gunslinger knows enemy vulnerabilities like the inside of his ship. All Gunslingers are known for their superb skill with Blasters, whether it be dual-wielding, utilizing a Rifle, or just a single pistol, specializing in long-range combat and methods to keep enemies at a distance. (some more ruthless Gunslingers are crazy enough to prefer shooting at close-range) Gunslingers are those individuals who have extreme skill with a pistol, outlaws of the galaxy, Gunslingers are notorious individuals whose aim and skill with a pistol are said to even put up a fight against a jedi. Gunslingers tend to be lonesome sort, with a loathing for authorities, they are known to have an extraordinarily fast trigger finger, and tend to be a individuals of few words; who prefer to let their Blaster do the talking
Outlaw's Style
At 3rd level, you adopt one of four specialized fighting Styles that Gunslinger utilize, you choose one of the following options.
Buckshot: When you roll a 1 or a 2 on a damage die for an attack you make with a Rifle, or a weapon with the Scatter Property that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Dead-eye: When you are wielding a Pistol in one hand, and no other weapons, you gain a +2 bonus to the damage rolls with that weapon.
1,2, Dead: When you engage in two-weapon fighting by using two Pistols, you can add your ability modifier to the damage of the second attack.
Close-Quarters Shootin': you learn to handle yourself in close combat. Making a ranged attack roll while within 5 feet of an enemy doesn't impose disadvantage on your roll . In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn , that creature can't take reactions until the end of this turn.
Steady Aim
Beginning when you choose this archetype at 3rd level, your aim becomes deadly. As a Bonus Action, you can take careful aim at a creature you can see that is within range of a ranged weapon you're wielding. Until the end of this turn, your ranged attacks with that weapon gain two benefits against the target:
The attacks ignore half and three -quarters cover.
On each hit, the weapon deals additional damage to the target equal to 2 + half your Scoundrel Level.
You can use this feature a number of times equal to your Dexterity Modifier (minimum of 1) You regain all expended uses of it when you finish a short or long rest
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Pivotal Targeting
At 9th level, you've honed your aim to fire off targeted shots to disable an opponent. Before making an attack roll, you can call it as an Aimed Shot, to target a specific location on the target's body. If the specified body part cannot be seen, or the target lacks the part in question, only normal damage is suffered with no additional effect.
AIMED SHOT DC: 8 + Your Proficiency Bonus + Dexterity Modifier
Head: On a hit, the target takes an additional weapon die of damage, and must make a Constitution Saving Throw or is considered blinded until the end of their next turn.
Arms: On a hit, the target takes normal damage and must make a Strength Saving Throw or drop 1 held item of your choice.
Torso: On a hit, the target takes normal damage and is pushed up to 10 feet directly away from you.
Heart: On a hit, the target takes an additional weapon die of damage, and is stunned until the end of their next turn.
Legs/Wings: On a hit, the target takes normal damage and must make a Strength Saving Throw or get knocked prone.
Don't Blink
At 13th level, you are hard to pin down when you strike. Each time you hit with an attack, you can move up to half your movement speed without provoking opportunity attacks..
Ricochet Shot
Upon reaching 17th level, you can track the attacks from other creatures. When a creature hits you with an attack that isn't a force power, you can use your Reaction if you have a loaded blaster within reach to fire at the attack. If your attack roll is higher then their attack roll, you cause their attack to swerve and miss. If the attacks damage type is energy based, you cause the attack to return and hit the original target.
Additionally, when you wish to attack a creature with a ranged energy weapon that is behind cover, you can bounce your attack off nearby objects to ignore the cover bonuses and you gain advantage on the attack roll. There must be an object within 15ft of your intended target.