Some gunslingers practice their draw, becoming adept at ending fights before their opponents can even react. They are able to draw and fire their weapons with lightning speed, and also shoot their guns at the absolute maximum rate of fire. Quickshot gunslingers typically use smaller weapons that are easier to draw, with larger bullet capacities to compliment their extreme rate of fire.
At 3rd level, you add your wisdom modifier to your initiative rolls. On your first turn in a combat encounter, you can make an additional attack with a firearm if you take the attack action. You cannot misfire on attacks you make with the attack action on your first turn of combat, and you can reload once as a free action.
Additionally, you can reload as a bonus action on any of your turns.
At 7th level, you can rapidly unload bullets from your gun. As a bonus action, you can make a number of shots from your gun equal to your Wisdom modifier against targets within 30 feet of you. You make a separate attack and damage roll for each shot. If you are wielding a different firearm in your main hand and offhand, you can choose which firearm each shot is made with. This ability ends early if your gun needs to be reloaded or if your gun misfires.
Once you use this ability, you cannot do so again until you finish a short or long rest.
At 10th level, you have mastered the art of the quick draw. If you roll initiative and you are not first, you can use your reaction to make a single weapon attack with a firearm. If you do so, this counts as one of your attacks on your next turn.
Additionally, you cannot be surprised, and you can attempt to repair a misfired weapon as a bonus action instead of an action on your turn.
At 15th level, you've learned to master your Fan the Hammer ability. When you use Fan the Hammer, you can make 1 additional attack with it.
Additionally, you ignore the first misfire when using Fan the Hammer.
At 18th level, your Quick Draw ability now works as listed below.
You add your proficiency bonus and your Wisdom modifier to your initiative rolls. On your first turn in a combat encounter, you can take an additional action. You also cannot misfire on attacks you make with the attack action on your first turn of combat, and you can reload once as a free action.