Echoes of the Past:
Though cast adrift from your former life, echoes of your past still resonate within you. Your experiences have honed your instincts, granting you a keen awareness of human nature and the ability to charm your way into the graces of others. You can often talk your way into receiving hospitality, whether it's a warm meal or shelter for the night.
Heroic Stand:
Starting at 1st level, when a musketeer is reduced to half its hit points or less, it can use its reaction to use all his courage and determination to begin a heroic stand. The stand lasts for 1 minute, and while active you gain the following benefits:
Your attacks are more precise. You add a d4 to your attack rolls with light, finesse and ranged weapons. This increases to a d6 at 13th level.
You can evade and parry strikes with ease. Any damage you take from attacks is reduced by 1d4, including the damage that triggered heroic stand. This damage reduction increases to 1d6 at 13th level.
On your turn, you can move up to 10 feet without spending any movement or action. This doesn't provoke opportunity attacks. You can use this movement even if otherwise you couldn't move.
Your heroic stand ends if you haven't attacked a hostile creature or being attacked since your last turn. You can also end the Heroic Stand as a bonus action. It also ends if you are unconscious or incapacitated.
At 2nd level, if Heroic Stand is active, you can benefit from your Focused Strike additional damage without losing your movement and without using a bonus action. You still can only apply that damage once per turn.
You can use this feature once, regaining your uses once you complete a long rest. You can use this feature twice at 5th level, three times at 11th and four times at 17th levels.
Duelist's Footwork:
As a musketeer, you have been trained in the fast use of sword as a side weapon. At 1st level, you can take the Disengage action as a bonus action.
In addition, when you take the Dodge action, you can make one attack with a light or finesse melee weapon using your bonus action.
Encouragement:
Starting at 2nd level, you can bolster the resolve of your allies rallying them together with words of encouragement. On your turn, you can use a bonus action to choose one friendly creature within 60 feet who is able to hear you. That ally gains a encouragement die, which is a d8.
For the next 10 minutes, that ally can roll the encouragement dice and add the result to one ability check, attack roll or saving throw it makes.
You can use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.
Focused Strike:
Also at 2nd level, you can unleash powerful and precise strikes on your opponents. If you haven't moved on your turn, you can use your action to give yourself advantage on your next attack roll. This attack must be made with a light, finesse or ranged weapon. On a hit, that attack causes additional damage equal to 1d6. Then your movement speed is reduced to 0.
If you don't make your attack until the end of your turn, you can sustain the aim, but doing so require concentration, as if you were concentrating on a spell. You can hold your aim for up to a minute, breaking it after you make an attack.
At 7th level, this attack score a critical hit on a roll of 19-20. This improves to 18-20 on the 15th level.
This damage increases as you gain levels in this class: 2d6 (5th level), 3d6 (9th level), 4d6 (13th level) and finally 5d6 (17th level).
Riposte:
At 3rd level, if you take the Dodge action while wielding a light or finesse melee weapon in one hand (and nothing on the other) and a creature misses a melee weapon attack against you, you can use your reaction to attack that creature using a light or finesse weapon, if that creature is within reach.
At 5th level, you can make two attacks as part of the same reaction.
Expertise:
Starting at 3rd level, choose two skills of choice you are proficient with. You double your proficiency bonus in checks with it.
Sharpshooter Focus:
At 3rd level, you can activate your Heroic Stand using your bonus action, without needing to be under half your maximum of hit points.
In addition, once per turn when you hit a creature with a ranged weapon attack while in your Heroic Stand, you deal additional 1d6 damage on a hit. This increases to two additional d6's at 13th level.
Heavy Shot:
Starting at 3rd level, when you hit a creature with a Focused Strike from a ranged weapon attack, you can force that creature to make a Strength saving throw (DC 8 + your proficiency bonus + your Dexterity modifier), or be knocked prone.
In addition, you don't suffer disadvantage for attacking prone creatures.
Soul Burnt
Features & Traits