{"name":"Deadeye's Creed","introduction":"[p][i]Aim Carefully and Land the Perfect Shot [\/i][\/p]\r\n[p]As patient as they are lethal, Deadeyes are master sharpshooters, prizing accuracy and efficiency above all else. With eagle eyes, they scan the battlefield in the span of a heartbeat, accounting for factors such as wind velocity, projectile drop, and target trajectory as instinctively as they breathe. Then, they take their first shot. Seldom do they need a second. [\/p]\r\n[p]What first led you down the path of a Deadeye? Have you always had the patience of a saint and an uncanny knack for complex mental physics? Or is each of your bullets guided by pure chance, with the multiverse conspiring to bury them in your foes through a series of unlikely coincidences, even in the face of your ineptitude? Regardless of your motivations, one thing is certain: you never miss.[\/p]\r\n[p][\/p]\r\n[p][\/p]\r\n","class_features":"[h3|c7de547a-e58d-45e4-a484-255dcffb09fc][b]Level 3: Deadeye's Flair[\/b][\/h3]\r\n[p]Each of your shots is perfectly calculated, with ponderous rigor and endless patience. You learn unique ways to gain and expend Moxie [\/p]\r\n[p][b]Calculated Ricochet.[\/b] When you make a ranged attack roll using a firearm and miss, you can expend 1 Moxie as a special Reaction to make an attack roll against a different target within 30 feet of the original target with the same firearm and ammunition. [\/p]\r\n[p][b]Careful Aim.[\/b] At the end of each of your turns, you gain 1 Moxie if you hit an enemy that has a Challenge Rating of 1\/2 or higher with a ranged attack roll using a firearm and didn\u2019t use any movement that turn[\/p]\r\n[h3|85263b25-a25a-49de-b587-52553c3c56fc][b]Level 3: Stakeout[\/b][\/h3]\r\n[p]No foe can escape your notice. Unfortunately for them, the opposite isn\u2019t true. You gain proficiency in the Perception and Stealth skills. Additionally, choose one of these skills to become an extra Lucky Skill, as per your Lucky Skill feature.[\/p]\r\n[h3|85d691d3-e29c-475e-805e-8fcd8f9ec0a0][b]Level 7: Marksman's Insight[\/b][\/h3]\r\n[p]You\u2019ve learned to carefully study your marks for chinks in their armour. As a Bonus Action, you can examine a creature within the long range of a firearm whose Sights attachment you are looking through. Choose a condition or damage type. You know whether that creature has Immunity, Resistance, or Vulnerability to the chosen condition or damage type.[\/p]\r\n[p]Once you use this feature on a creature, you can\u2019t use it on the same creature again until you finish a Long Rest.[\/p]\r\n[h3|f4b255fa-bf59-4c0f-9339-a13c37b1914b][b]Level 7: Scoping Mechanism[\/b][\/h3]\r\n[p]The logic is simple: aim better, kill better. When you apply attachments at the end of a Long Rest, you can apply an additional Sights attachment to one of your firearms, even if the firearm already has a different Sights attachment. This extra attachment doesn\u2019t count against your total number of attachments or the maximum attachments a firearm can hold. [\/p]\r\n[p]In addition, the number you need to roll on the d20 to score a Critical Hit with a firearm is reduced by 1 for each Sight attachment applied to it.[\/p]\r\n[h3|db7592ae-f883-4f09-9b66-518d03b12acb][b]Level 11: One Shot, One Kill[\/b][\/h3]\r\n[p]You can forgo additional shots to gamble it all on a single bullet\u2014and the more you put on the line, the more you stand to win. When you reload a firearm, you can choose to load it with a single bullet instead of its maximum amount. If you do, the next ranged attack made with that firearm before it\u2019s reloaded again deals extra damage on a hit depending on the firearm\u2019s Barrel value, as detailed in the Damage per Barrel Value table. [\/p]\r\n[p]Once you deal this extra damage, you can\u2019t do so again until the start of your next turn.[\/p]\r\n[h4|319b12df-5b22-42d2-969b-c170a0f7a49f][b]Damage per Barrel Value[\/b][\/h4]\r\n[table][tr][th]Reload Value[\/th][th]Extra Damage[\/th][\/tr][tr][td]Barrel (1)[\/td][td]None[\/td][\/tr][tr][td]Barrel (2)[\/td][td]1d6[\/td][\/tr][tr][td]Barrel (3)[\/td][td]2d6[\/td][\/tr][tr][td]Barrel (4)[\/td][td]3d6[\/td][\/tr][tr][td]Barrel (5)[\/td][td]4d6[\/td][\/tr][tr][td]Barrel (6)[\/td][td]5d6[\/td][\/tr][\/table]\r\n[h3|5fdaa6e6-af7a-4f52-a28e-5fed54bd5a36][b]Level 15: Steady Breath[\/b][\/h3]\r\n[p]By drawing in your breath, you steady both body and mind. As a Bonus Action, you can start holding your breath until the start of your next turn or until you lose Concentration. If you fail an Intelligence, Wisdom, or Charisma saving throw during this time, you can choose to end Concentration on this effect to take your Close Call special Reaction without expending Moxie. [\/p]\r\n[p]If you maintain Concentration on this effect for the full duration, you have Advantage on the first attack roll you make before the end of your turn.[\/p]\r\n[h3|a85ff81f-fabf-4941-accb-f64cea924c05][b]Level 18: Re-Ricochet[\/b][\/h3]\r\n[p]You can fish for the perfect hit with clever, well-calculated plans\u2026 So what if they happen to be extremely convoluted? When you make a ranged attack roll using a firearm and hit, you can take your Calculated Ricochet special Reaction, causing it to miss instead so you can attack a different target. [\/p]\r\n[p]In addition, after you take your Calculated Ricochet special Reaction, you can expend 1 Moxie to make an attack roll against a different creature within 30 feet of the second target, which can be the original one, using the same firearm and ammunition. The new roll is made with Advantage.[\/p]\r\n[p][\/p]\r\n","mainclass":"1584234","imageid":"","source":"","vintage":"0","tags":"","isShared":"on","templateId":"17269","blockId":"1584285","world":"cb1e141b-2ce4-4937-ba17-221275cf99f5","folder":"41046"}