🦸♀️(Legacy) 5e - Warrior of Blackpowder🦸♀️
This order’s teachings requires them to seek out battle to master their visceral mortal fear, and thus free themselves from the burden of any fears.
Adepts of the Way of the Blackpowder can dodge and even catch bullets, curve their shots around barriers, and perform other supernatural feats with firearms.
Due to their devotion to confronting fear of the unknown, nearly every student undertakes a journey into foreign lands, and tales of wandering elvish gunslingers are popular. A few such adepts have shared their enlightened mastery.
Level 3: Gun Vidya
You gain proficiency in all firearms. They count as adept weapons for you. If you have the Stunning Strike ability, you can use it through firearms attacks. You also gain the following benefits:
- Being within 5 feet of a hostile creature doesn’t impose DISADV on your ranged attack rolls with firearms.
- You ignore the loading property for firearms.
- You are proficient with Tinker’s tools, and can craft firearms and firearm enhancements.
Level 6: One with the Gun
When you miss with an attack roll you make for one firearm weapon attack, you can spend 1 to 3 Exertion to increase your attack roll by 2 for each of these Exertion you spend, potentially turning the miss into a hit.
Additionally, when you hit a target with a firearm, you can spend 1 exertion to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.
Level 9: The Art of the Draw
You can almost always shoot first. If you have a holstered pistol, whenever a creature you’re aware of starts their turn you can spend 1 exertion to draw and make one Attack with that holstered firearm against that creature. This attack deals extra damage equal to your Martial Arts die.
When you use this ability, you cannot spend an extra exertion to use the ability One with the Gun to add your Martial Arts die to this damage twice.
You can use this ability even if you haven’t acted in combat yet. After you use this ability, you cannot use it again until you complete a short or long rest.
Level 13: Quickdraw
You add your WIS to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
Level 17: Mystic Bullets
While you are wielding a firearm, as an Action, you can fire a single bullet that curves towards your enemies, even those behind barriers and those you are unaware of. As long as the bullet can trace a path to an enemy, the path is unblocked by barriers more substantial than a window, and the path remains exclusively within 60 feet of you, the bullet can reach the enemy. Each enemy the bullet can reach must make a DEX Save. Failure: The Target takes 10d6 force damage. Success: The Target takes half damage.
After you use this ability, you cannot use it again until you complete a short or long rest.