Base Class: Fighter
Cowboys are marksmen that are experts in different types of attacks using different bullets to deal with different enemy's and situations they are masters of the extravagant side of gunmanship
Sharp shots
Starting at third level you gain a pool of 4d8 mark dice and when you perform a ranged attack you may use 1 of your mark dice to add an effect to the attack, all of your used mark dice replenish when you finish a short or long rest
at level 3 you may learn 2 of the effects to add to your attacks and you may learn another every 4 levels
blinding shot
you may use a mark dice to create a blinding light that the creature you are targeting must make a wisdom save to avoid where the dc is 10+the roll of yyour marks dice if the creature fails it is blinded until the end of its turn
Booming shot
you may use 1 mark dice to deal extra thunder damage when you hit with this shot the enemy you hit is knocked prone
curving shot
you may use a mark dice to ignore cover for that attack
Disarming shot
if a creature you are aiming for is holding a weapon you may use a mark dice to make the creature roll a dex save where the dc is 10+a roll of your mark dice and if they fail they drop their weapon
masking shot
you may use 1 mark dice to distract the enemy with your shot you may increase your stealth modifier by half of a roll of your mark dice until the end of your next turn also you may hide while being only partially obcured
propeling shot
you may use 1 mark dice you may launch your self 10ft in the direction that you are shooting from
quivering shot
you may use 1 of your mark dice to make your target roll a wisdom saving throw against a dc of 10+roll of you roll mark dice if they fail they are frightened of you until the end of your next turn
shocking shot
you may use 1 mark dice to reduce the targets movement speed to 0ft
Smoldering shot
You may use a mark dice to deal fire damage that is added to your ranged attacks damage and when you do you may inflict damage equal to your fighter level to any other creatures within 5ft of the creature your attack and they take 2d4 fire damage
dueling prodigy
Starting at 7th level you gain advantage on all initiative rolls also when you land a critical hit with an attack that has one of your shots you may regain a mark dice
Sunrise countdown
starting at level 10, when you use a shot on a ranged attack you may crit on a 19 or a 20
fast hands
starting at level 15, you may use a shot dice to add a roll of your mark dice to add to a dex check or save
Master Marksmen
starting at level 18, when you make a ranged weapon attack that uses a shot you may crit on a 18-20 and when you do crit on an attack that uses a shot you may regain a use of your action surge
Previous Versions
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7/28/2023 2:18:45 AM
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Coming Soon
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