Not broken 5e homebrew classes4/3/2023 You gain a number of grit points equal to your Wisdom modifier (minimum of 1). Each time you learn a new trick shot, you can also replace one trick shot you know with a different one. You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. You can use only one trick shot per attack. Each use of a trick shot must be declared before the attack roll is made. Many maneuvers enhance an attack in some way. You learn two trick shots of your choice. When you choose this archetype at 3rd level, you learn to perform powerful Trick Shots to disable or damage your opponents using your firearms. These properties replace the optional ones presented in the Dungeon Master’s Guide. Some properties are followed by a number, and this number signifies an element of that property. Firearm Propertiesįirearms are a new and volatile technology, and as such bring their own unique set of Weapon Properties. Some extremely experimental and intricate firearms are only available through crafting. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
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