Level | 5 (0/14000 XP for level-up) |
Background | Archaeologist |
Size | Medium |
Species | Dji |
Subclass | Deadeye’s Creed |
Level | 5 |
Hit dice | 5/5 |
1d8+3 |
W | Pr | Weapon / Attack | AB | Abi | Dmg | Dmg Type |
---|---|---|---|---|---|---|
Pistol | +6 | DEX | 1d6+3 | piercing | ||
Ammunition (range 40/120), Light, Loud (500), Reload (2) | ||||||
Pistol | +6 | DEX | 1d6+3 | piercing | ||
Ammunition (range 40/120), Light, Loud (500), Reload (2) | ||||||
Dagger | +6 | DEX | 1d4+3 | piercing | ||
Finesse, Light, Thrown (range 20/60), Nick |
W | T | Armor | AC | D | Properties |
---|---|---|---|---|---|
Leather Armor | 14 |
P/E | Bonus | Skill | Abi |
---|---|---|---|
+3 | Acrobatics | DEX | |
+7 | Animal Handling | WIS | |
+2 | Arcana | INT | |
+0 | Athletics | STR | |
+1 | Deception | CHA | |
+2 | History | INT | |
+1 | Insight | WIS | |
+4 | Intimidation | CHA | |
+2 | Investigation | INT | |
+1 | Medicine | WIS | |
+5 | Nature | INT | |
+4 | Perception | WIS | |
+1 | Performance | CHA | |
+4 | Persuasion | CHA | |
+2 | Religion | INT | |
+3 | Sleight of Hand | DEX | |
+6 | Stealth | DEX | |
+1 | Survival | WIS |
+6
Expertise Bonus |
+3
Proficiency Bonus |
Languages: Common, Jinn
Weapon Proficiencies: Simple weapons, Martial Ranged weapons
Armor Training: Light armor
Tool Proficiencies: Tinker’s Tools, Cartographer's tools, Mason's tools, and Research Scrolls.
Natural Historian. You have advantage on History checks that involve animals or the natural world.
Hazard Training. You are acutely aware of geological hazards and have proficiency on saving throws against geological hazards (i.e. falling from cliffs, escaping landslides, cave-ins, etc.).
Cladistics Specialization. You can tell if a beast has been unnaturally altered or is not behaving of its own accord
Low Mass. You weigh half as much as a human of the equivalent size, and require half as much food to sustain yourself.
Power of Imagination. For a brief moment, mind overcomes matter as you exert the influence of the Imaginal Plane over your body. When you make an attack roll, ability check, or saving throw using Strength, Dexterity, or Constitution, you can replace the modifier used with your choice of your Wisdom, Intelligence, or Charisma modifier. You can use this trait a number of times equal to your Proficiency Bonus and regain all expended uses when you finish a Long Rest. You also regain all expended uses when you finish a Short Rest on the Imaginal Plane.
Unenforceable. You have Resistance to Force damage.
Cosmic Magic. A facet of your heritage manifests as the gift of spellcasting. Choose one of the following aspects of cosmic jinn: friction, gravity, magnetism, or time. At 1st level you gain the ability to cast a cantrip associated with that aspect. At 3rd level and 5th level, you gain the ability to cast a 1st-level and 2nd-level spell, respectively. Spells cast with this trait don’t require material components, and Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select this race).
Moxie. You harness your grit and derring-do to take swift action the moment your foes blink. During combat, you can build momentum, represented by a resource called Moxie. You can never have more Moxie than shown on the Gunner table for your level. You can use a Bonus Action to gain 1 Moxie if, on the same turn, you’ve made an attack against a hostile creature or forced a hostile creature to make a saving throw.
Additionally, you gain 1 Moxie each time you do any of the following:
If you haven’t gained or expended any Moxie for 1 minute, you lose all Moxie. You can expend 1 Moxie to reload a firearm when you use its last bullet (no action required), or to take the special Reactions described at the end of your character sheet, which don’t use your normal Reaction. You can still only take one Reaction, special or otherwise, on each turn.
Bullet Time. As a Bonus Action, you can enter a state of heightened reflexes until the start of your next turn. During this time, you have Advantage on attack rolls, ability checks, and Dexterity saving throws, and creatures have Disadvantage on attack rolls made against you. In addition, you expend 1 less Moxie the first time you take a special Reaction that would require you to expend Moxie.
Once you’ve used this Bonus Action, you can’t do so again until you finish a Short or Long Rest. Starting at 17th level, you can use it twice before a rest.
Firearm Attachments. A marksman is only as good as their weapon, and you’ve learned to improve yours with special attachments. When you finish a Long Rest, you can apply, remove, or swap any number of attachments from the list at the end of this class on firearms you’re holding. The maximum number of attachments you can have in total, as well as the maximum number of attach- ments that a single firearm can hold at a time, are listed on the Gunner table. You can apply the same attachment to different firearms, but each one counts against your limit.
Attachments are divided into five types: Barrel, Melee, Muzzle, Sights, and Miscellaneous. With the exception of Miscellaneous attachments, you can’t have more than one attachment of any type on the same firearm. In addition, some attachments have a level requirement in this class that you must meet in order to apply them to a firearm.
Other creatures can use firearms bearing attach- ments you’ve applied using this feature, but those creatures can’t benefit from those attachments.
Lucky Skill. Using a distinctive combination of raw skill and dumb luck, you can snatch victory from the jaws of defeat. Choose a skill or tool in which you’re proficient; it becomes your Lucky Skill. When you make an ability check using your Lucky Skill, you can use your Second Chance special Reaction without expending any Moxie.
Extra Attack. You can attack twice, instead of once, whenever you take the Attack action on your turn. You can forgo one of these attacks to instead reload a weapon with the Reload property.
Stakeout. No foe can escape your notice... unfortunately for them, the opposite isn’t true. You gain proficiency in the Perception and Stealth skills. Choose one of these skills to become an extra Lucky Skill, as per your Lucky Skill feature.
Deadeye’s Flair. Each of your shots is perfectly calculated, with ponderous rigor and endless patience. You learn unique ways to gain and spend Moxie detailed at the end of your character sheet in the "Moxie Reactions section"
You can cast Repulsing Palm and Gravity Lapse one time per long rest
Naturalist
Behaviorist
Point-Blank. When a creature you can see leaves your reach, you can expend 1 Moxie to make an Opportunity Attack against that creature. You can choose to make a ranged weapon attack with a firearm you’re holding instead of a melee attack.
Second Chance. When you fail an ability check, you can expend 1 Moxie to reroll it. You must use the new result.
True Grit. When a creature ends its turn, you can expend 1 or more Moxie to gain 1d6 Temporary Hit Points per Moxie expended.
Careful Aim. At the end of each of your turns, you gain 1 Moxie if you hit a hostile creature of Challenge Rating 1⁄2 or higher with a ranged weapon attack using a firearm and didn’t spend any of your movement that turn.
Calculated Ricochet. When you miss with a ranged weapon attack using a firearm, you can expend 1 Moxie as a special Reaction to reroll the attack roll against a different target within range of the weapon and 30 feet of the original target.