Racial Features:
Ability Score Increase: Cha +2, Dex +1 (Subrace)
Darkvision: Dim light as bright light up to 60ft, darkness as dim light. Colorblind.
Hellish Resistance: Resistance to Fire Damage.
Subrace Features:
Legacy of Malbolge: You know the Minor Illusion cantrip. You can also cast Disguise Self as a second level spell once per long rest. Charisma is the spellcasting ability.
Class Features:
Firearm Generalist: You gain +2 to ranged attacks with firearms. You can also craft and repair firearms and ammo with tinker's tools.
Firearm Expertise, Duelist: If you do not move in a turn, you may use a bonus action to give yourself advantage on a one-handed firearm attack, increase the damage of your next one-handed firearm attack by +2, reload one firearm or repair one misfired firearm.
Deadeye: You gain Deadeye Points (2) to spend on Deadeye Shots. You regain Deadeye Points on killing blows and when scoring a crit with a firearm attack.
Deadeye Save DC = 13 (8+Prof+Dex)
Deadeye Shots:
Body Shot: Strength save, if failed, target moves away from, starting at 25ft if tiny and going down by 5ft per size category. If saving throw is failed by 5 or more, target is knocked prone and moves an additional 5ft.
Hand Shot: Strength Save, if failed, they must drope item they are holding and the item may be launched up to 10ft (20ft if failed by 5 or more). You may choose to forego damage to give the target Disadvantage on the saving throw.
Head Shot: Con save, if failed, the target takes one additional weapon damage die, and on fail of 5 or more, target is incapacitated until the end of their next turn. The attack also deals extra piercing damage equivalent to proficiency bonus (+2).
Leg Shot: Strength Save, if failed, their movement speed is reduced by half, and on fail of 5 or more, target is knocked prone.
Wing Shot: Con save, if failed, target descends 30ft, and on fail of 5 or more, target descends 60ft. If the target hits the ground, they take 1d6 bludgeoning damage per 10ft before they hit the ground, and they are knocked prone.
Subclass Features (Ballad of the Gunfighter):
- Quick Reflexes: You may add your proficiency bonus to initiative rolls.
Gunfighter Talents: Same save as Deadeye Shot DC.
Devil's Shot: When dealing damage with a firearm, you may spend 1 Deadeye Point to force the target and all hostile creatures within 30 feet of the target to make a wisdom save. If failed, a creature becomes frightened of you until the end of their next turn.
Point Blank: You may spend 1 Deadeye Point to make a firearm attack within 5ft of a target creature without disadvantage. Additionally, this attack has a bonus to hit equal to your proficiency bonus (+2).
Quick Draw: You may spend 1 Deadeye Point when rolling for Initiative to draw a one-handed firearm and make an attack with it before combat begins. Afterwards, initiative is rolled and combat begins. Cannot be used if surprised.
Rapid Reload: You may spend 1 Deadeye point to reload a held firearm on your turn, or both firearms if holding two. In addition, this will repair any held firearms suffering from misfire. This does not use an action or bonus action.
Features & Traits