Marksmen

Hit Points Hit Dice: 1d8 per level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per fighter level after 1st

Trick Shots These trick shots are presented in alphabetical order.

Dazing Shot When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.

Deadeye Shot When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll

Disarming Shot When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.

Piercing Shot When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.

Lightning Reload You can reload any firearm as a bonus action.

  • homebrew/class/marksmen.txt
  • Last modified: 4 years ago
  • by 127.0.0.1