Contents
Previous: Feats
Previous: Feats
Fighter
Add Fighting Style option;
Overload
You gain a
+2 to damage you deal with firearms.
Rogue
Add to starting
weapon proficiency; heavy and light pistols.
Rogue Archetype; Gunslinger
Tools of the Trade
At 3rd level
you gain a light or heavy pistol (your choice). Work with your DM to determine
how it came into your possession; for example it could be a family heirloom, a
discovery from an exotic location, or the results of your own tinkering and
crafting.
Serpentine Smith
At 3rd level
you are proficient with alchemist’s supplies. Further, after a short or long
rest you can craft a number of cartridges from materials you have and find.
After a short rest you can make a number of cartridges equal to your
proficiency bonus. After a long rest you can make three times your proficiency
bonus. Unused cartridges expire after your next long rest, or 24 hours if that
comes first.
Iron Gaze
You are
trained in Intimidate. As an action you can force a target to make a Charisma
save against a DC of 12 + your Charisma modifier + your proficiency bonus. If
the target fails this save they are frightened of you for one minute. If they
are successful on this save they are immune to your use of this ability for 24
hours. At 13th level success does not make your targets immune to this ability,
and at 17th level you can force targets that fail their save to drop anything
they are holding and only use the Dash action to move as far from you as
possible on each of their turns unless they have nowhere they can move.
Swift Shot
At 13th
level, you can use your bonus action from the Cunning Action rogue ability to draw,
fire, and re-sheath a light or heavy pistol. You suffer a -2 to the attack when
using this ability with a heavy pistol.
Always Ready
At 17th
level you ignore the loading quality on firearms.
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