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You gain the following benefits.

Mounted Strike. While mounted, you have Advantage on attack rolls against any unmounted creature within 5 feet of your mount that is at least one size smaller than the mount.

Leap Aside. If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails. For your mount to gain this benefit, you must be riding it, and neither of you can have the Incapacitated condition.

Veer. While mounted, you can force an attack that hits your mount to hit you instead if you don’t have the Incapacitated condition.

You gain proficiency with firearms 

You ignore the loading property of firearms.

Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

Spin Enhancement. roll a d20 with your dexterity modifier if you are mounted on a moving horse gain advantage on your spin enhancement check, depending on your roll the following effects will happen: 1- no spin will be applied, (2-9) - 1d4 force damage will be applied to your attack, (10-15) - 1d6 force damage will be applied to your attack roll, (16-20+) - 1d8 force damage will be applied to your attack roll, Critical hit - 1d12 force damage will be applied to your attack roll. 

Spin Mastery (Revolver). When loading a revolver roll a spin enhancement check per each bullet loaded, newly loaded bullets do not have spin. If you ever want to apply spin to new bullets you can spin the chamber of the revolver reapplying spin to any previous bullets that, have it requiring a reroll of their spin value and a new roll assigning a spin value of any bullets that did not previously require spin. 

Cavalry Spin. You must be mounted on a moving horse in order to use this ability, using your bonus action you must make an animal handling check, depending on your roll the following effects will occur: (1-9) - You fall of your horse become prone and your horse would do 1d4 blunt damage, (10-15) - regular spin enhancement, (16-20+) - golden spin energy, critical - Infinite spin. (If cavalry spin is successfully completed 3 times, anytime you roll over 20 it will be considered critical for the rest of the combat.)

Golden Spin Energy. When obtaining golden spin energy your damage will be 1d20 radiant damage, you must channel the golden spin energy through a spherical object in order to use the energy. 

Infinite Spin. After gaining infinite spin energy you must transfer it from your horse to yourself by performing a dc 15 dexterity check, if failed you would fail to transfer the energy and your next bullet won't have spin. If succeeded, you will transfer the infinite spin into your next attack guaranteeing hit dealing 1d100 perfect spin damage with advantage. If a 100 is rolled the poor soul who has to face the damage would be eviscerated in every reality they exist in, even the memory of them would vanish just the memory of their obliteration, they would become a campfire story. 

[Perfect spin damage - Damage that is considered true, no enemy can resist or be immune to it and it goes through temp HP]

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