+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+16 | Strength | |
+24 | Dexterity | |
+20 | Constitution | |
+10 | Intelligence | |
+8 | Wisdom | |
+13 | Charisma |
+6 | Acrobatics | DEX | |
-1 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+2 | Athletics | STR | |
+0 | Deception | CHA | |
+0 | History | INT | |
-1 | Insight | WIS | |
+0 | Intimidation | CHA | |
+0 | Investigation | INT |
-1 | Medicine | WIS | |
+0 | Nature | INT | |
+1 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+0 | Religion | INT | |
+6 | Sleight of Hand | DEX | |
+4 | Stealth | DEX | |
-1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type |
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SECRET OF GUN FU -
The Secret of Gun Fu may be a living meme, a viral phenomenon that has been growing in power since the invention of the handgun. From Blackbeard’s brace of flintlocks to the dual pistols of Wild West road agents, from the films of John Woo to The Matrix and its sequels, the imagery of wielding two handguns simultaneously has grown and flourished. Public perception grants impossible prowess to such pistoleers, and the power of Gaia makes it so. SECRET ARCHETYPE FEATURES The Secret of the Gun Fu grants the following features when you activate it. PROFICIENCIES Weapons: All firearms with the light property
EQUIPMENT If you choose the Secret of Gun Fu as one of your starting secret archetypes, you start with the following equipment in addition to that granted by your class and background. • Two revolvers
ARCHETYPAL SPELLS When you have the Secret of Gun Fu secret archetype active, you may use a firearm with the light property as a spellcasting focus. Level Spells Cantrips (0 Level) Eldritch Blast, True Strike 1st Level Guiding Bolt, Magic Missile 2nd Level Acid Arrow, Magic Weapon, Spider Climb 3rd Level Haste, Lightning Bolt 4th Level Compulsion, Freedom of Movement 5th Level Hold Monster 6th Level Chain Lightning, Disintegrate, Sunbeam 7th Level Prismatic Spray 8th Level Power Word Stun 9th Level Power Word Kill GUNPLAY When you activate this secret archetype, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls when using firearms with the light property. DUAL SHOT When you take the Attack action and attack with a firearm with the light property that you’re holding in one hand, you can use a bonus action to attack with a different firearm with the light property that you’re holding in the other hand. You add your ability modifier to the damage of your second firearm. ANIMA FEATURES Starting at 3rd level, you gain 2 additional anima dice when you activate this archetype. You gain access to the following anima features: Bamboozle. When you hit a creature with a ranged weapon attack from a firearm with the light property, you can spend 1 anima die to attempt to direct the target’s movement. You add the anima die to the attack’s damage roll. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you may choose to either drive the target up to 15 feet away from its current position or make it prone. Chamber Roulette. When you use the Attack action with a firearm with the light property, you may spend 1 anima die to roll two d6s. If both results on the d6s match, you multiply the damage by that number. For example, if both dice come up 4, you would multiply the damage by 4. Ricochet. When you use the Attack action with a firearm with the light property or use such a weapon as a spellcasting focus for a ranged spell, you may spend 1 anima die to ignore the AC and Dexterity saving throw benefits a target receives from half cover, 2 anima dice to ignore three-quarters cover, or 3 anima dice to ignore full cover. Some path for the bullets or spell to reach the target must exist. Unload. When you use the Attack action with a firearm with the light property, you may spend 1 anima die to unload your full cylinder or magazine on your target. Add 1 damage for every bullet in your firearm. Your firearm must be reloaded afterward. IMPROVED CRITICAL Beginning at 6th level, your attacks with a firearm with the light property score a critical hit on a roll of 19 or 20. BULLET BALLET You can use your action to make a ranged weapon attack with a firearm with the light property against any number of creatures within 10 feet of a point in line of sight and within your weapon’s range. You must have ammunition for each target. You make a separate attack roll for each target. HIGH ROLLER When you use the Chamber Roulette feature beginning at 14th level, you may instead spend 3 anima dice to multiply the damage by 6. Once you have used the High Roller feature, you may not use it again until you have completed a long rest.
SECRET OF THE SHARPSHOOTER
ARCHETYPAL SPELLS When you have the Secret of the Sharpshooter secret archetype active, you may use a rifle as a spellcasting focus. Level Spells Cantrips (0 Level) Acid Splash, Eldritch Blast, Fire Bolt, Ray of Frost 1st Guiding Bolt, Magic Missile 2nd Acid Arrow, Ray of Enfeeblement, Scorching Ray 3rd Fireball, Lightning Bolt 4th Arcane Eye, Confusion 5th Hold Monster 6th Chained Lightning, Sunbeam 7th Prismatic Spray 8th Feeblemind 9th Power Word Kill DRILL PRACTICE When you activate this secret archetype at 1st level, the inherited memories of the world’s greatest shootists make it easier for you to reload your weapons. Rifles with the fast loading property may be reloaded with a reaction. Rifles with the slow loading property may be reloaded with a bonus action. TACTICAL SHOOTER You do not have disadvantage on attack rolls when you fire a rifle at targets 10 feet or more away while prone. ANIMA FEATURES Starting at 3rd level, you gain 2 additional anima dice when you activate this archetype. You gain access to the following anima features: Bounding Overwatch. When you hit a creature with a ranged weapon attack with your rifle, you can spend 1 anima die to help maneuver a teammate into a better position. Add the anima die to the attack’s damage roll and choose a creature with whom you can communicate. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. Hawkeye. When you make a ranged weapon attack roll attack roll with a rifle, you may use a bonus action to spend 1 anima die and double the normal and long ranges of that weapon for that shot. Spell Sniper. When you use your rifle as the spellcasting focus for a ranged spell attack, you may spend 1 anima die to double the spell’s range. Unveil Essence. When you hit a creature with a ranged weapon attack with your rifle, you can spend 1 anima die to learn one of your target’s resistances or immunities. Each time you use this anima feature on the same creature, it reveals a new resistance or immunity. IMPROVED CRITICAL At 6th level, your rifle weapon attacks score a critical hit on a roll of 19 or 20. TACTICAL RETREAT At 10th level, you have learned how to duck out of ambushes and put distance between you and the enemy. Opportunity attacks against you are made with disadvantage. RED MIST At 14th level, a perfect shot turns your target into a fine red mist. When you score a critical hit on a creature with a ranged weapon attack from your rifle, roll all of the attack damage dice three times and add them together before adding relevant modifiers.
2 pistols heavy semi-auto - 209
leather armor + bolt action rifle
two throwing knives
backpack, holsters for starting weapons, enough ammunition to fully load each weapon twice over, and a bit of flair (a jaunty hat, colorful scarf, fine jacket, gun handles decorated in precious materials, etc.)
two revolvers
composite crossbow
Język Polski
Język Angielski
Łacina
Prawo jazdy B
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.