Trick Shots

2024-09-11


 

Trick Shots - For the Arquebusier Class, with effects based around the user’s Proficiency Bonus and Dexterity Modifier

  • Brutalizing Shot - You load this barrel with additional iron fragments before firing, dealing an additional 1d8 Bleeding Damage and forcing the Creature to make a Constitution Saving Throw vs your Trick Shot DC. On a Failure they immediately take 1d4 Bleeding Damage at the start of their next turn for a number of turns equal to your Proficiency Bonus

  • Bouncing Shot - You skillfully strike an additional target with your shot, targeting a Creature you can see within 20m of your original target that is also within your normal range and make an additional Attack Roll against them. This shot bounces off your initial target and hits the second for half the Damage you dealt to the first

  • Dazing Shot - Strike someone across their head or helmet, dealing additional Damage and forcing them to make a Constitution Saving Throne and on a Failure they are Dazed on their next turn

  • Deadeye Shot - You gain Advantage on an Attack Roll

  • Disarming Shot - If the Creature struck is holding a weapon it must make a Strength Saving Throw, their weapon flying 4m away from them on a Failure

  • Dodging Shot - When you are hit by a Melee Attack you can use your Reaction to make an Attack Roll using a Firearm (you can draw one as a part of this Reaction) and reduce the Attack Roll of the Creature by the amount rolled. If this would force the Attack to miss then you deal Damage equal to your Attack Roll Bonus

  • Forceful Shot - The target must make a Strength Saving Throw vs your Trick Shot DC, being pushed back 4m on a Failure or 2m on a Success

  • Hyperload - Use one of your Trick Shots to quickly Reduce the Reload Property of your current Weapon by 2 after making the Attack Roll

  • Piercing Shot - Shoot a powerful bullet in a line straight from you, ignoring cover, up to the Short Range of the Firearm. All creatures in that line must make a Dexterity Saving Throw. They take Damage equal to 2 of your Trick Shot Die + your Dexterity Modifier on a Failed Save, or ½ as much on a successful one

  • Retreating Shot - You can use your Reaction to make an Attack Roll against a Creature that moves to a space adjacent to you. You deal additional Damage and move back 2m without provoking Opportunity Attacks

  • Return Fire - If you are targeted by a Ranged Attack you can use your Reaction to fire your Weapon (you can draw one as a part of this Reaction)

  • Sprinting Shot - You use this opportunity to make a rapid dash up to 6m, you fire this Shot at Disadvantage at the start of this Dash and do not trigger any kind of misfire on a low roll as well as not provoking Attacks of Opportunity

  • Violent Shot - Gain an additional 2 to the Dangerous Property for the Weapon for this shot, if the Attack still hits you deal an additional Damage equal to twice your Trick Shot Die

  • Winging Shot - The target must make a Strength Saving Throw, on a Failure they take an additional Damage and are knocked prone

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