Abilities
Level 1
Duck And Cover
You know when it's time to get out of the heat of battle.
Move 5 ft. in any direction as a reaction when attacked. Roll an opposed Dexterity check against your opponent's core attribute, avoiding all damage on a success.
Casting Time | Range | Charges | Damage Dice | Damage Type |
---|---|---|---|---|
Reaction | Self | CM | - | - |
Disarming Shot
You fire a shot that dislodges an opponent's weapon from their hands.
Opponent must make a Strength check against your CT or lose their grip on their weapon.
- Weapons that are part of an opponent cannot be disarmed.
Casting Time | Range | Charges | Damage Dice | Damage Type |
---|---|---|---|---|
1 Action | 60 ft. | CM | - | - |
Stunning Insult
You have a way with words that would make a sailor blush.
Opponent must make a Charm check against your CT or take d4 mental damage and be stunned for one turn.
- Target must share a language with you and have an Intellect of at least 5.
Casting Time | Range | Charges | Damage Dice | Damage Type |
---|---|---|---|---|
1 Action | 40 ft. | CM | Mental |
Level 3
Deft Touch
You fire a bullet so perfectly that it can hit a target without damaging it.
The impact of this bullet can move objects, press buttons, and alert individuals without damaging them.
Casting Time | Range | Charges | Damage Dice | Damage Type |
---|---|---|---|---|
Bonus Action | Weapon | CM | - | - |
Level 5
Hair Trigger
You are always ready for a fight.
Make a weapon attack against your opponent as a reaction when attacked, without preparing the action.
- Can be used during surprise rounds but not when incapacitated.
Casting Time | Range | Charges | Damage Dice | Damage Type |
---|---|---|---|---|
Reaction | Weapon | CM/2 | Weapon | Weapon |
Level 8
Lucky Hitter
Once a day, you have a perfect shot ready.
If your next weapon attack hits, it deals critical damage. If it rolls a critical hit, it deals triple damage instead of double damage.
Casting Time | Range | Charges | Damage Dice | Damage Type |
---|---|---|---|---|
1 Action | Weapon | CM/2 | Weapon | Weapon |
Level 12
Gatling Gunner
You ready yourself and fire a barrage of quick-fire shots at up to 3 separate targets.
Fire at up to 3 separate targets using one action. Each attempt requires a unique attack roll.
- Weapons with capacities lower than 3 can only fire until they need to be reloaded.
Casting Time | Range | Charges | Damage Dice | Damage Type |
---|---|---|---|---|
1 Action | Weapon | CM/2 | Weapon | Weapon |
Level 16
Troubled Times
You move like a whip crack, time slows, and you can seemingly act twice as fast.
Gain an additional turn directly after your current turn.
Casting Time | Range | Charges | Damage Dice | Damage Type |
---|---|---|---|---|
Bonus Action | Self | 1 Per Day | - | - |