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homebrew:class:mercenary [2019/12/17 14:29] Cinderhomebrew:class:mercenary [2019/12/17 15:54] (current) – external edit 127.0.0.1
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 ====Level 3 Mercenary==== ====Level 3 Mercenary====
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-**Adept Marksman** +**Trick Shots** \\ You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack. \\ 
-When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.+You learn an additional trick shot of your choice at 7th level.
  
-Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack. 
  
-You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one. 
- 
-Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest. 
  
 Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows: Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:
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 Quickdraw Quickdraw
-When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.+You add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
  
-Rapid Repair 
-Upon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action. 
  
-Lightning Reload 
-Starting at 15th level, you can reload any firearm as a bonus action. 
  
-Vicious Intent 
-At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll. 
  
 Hemorrhaging Critical Hemorrhaging Critical
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 ====Level 4 Mercenary==== ====Level 4 Mercenary====
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 +Ability Score Improvment
 +
 ====Level 5 Mercenary==== ====Level 5 Mercenary====
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 +**Grit** \\ You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a Long rest. \\
 +You can spend 1 Grit Point to turn a roll of 10 or Less into a 20 for ability checks. \\ You can spend 3 Grit Points to turn a roll of 10 or More into a 20 during Combat \\ A dice changed by this ability dose nor make it a critical.
 ====Level 6 Mercenary==== ====Level 6 Mercenary====
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 ====Level 7 Mercenary==== ====Level 7 Mercenary====
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 +**Vicious Intent** \\
 +Your firearm attacks score a critical hit on a roll of 18-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.
 ====Level 8 Mercenary==== ====Level 8 Mercenary====
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