Paracausal Shots Image

You've learned to augment your trick shots with paracausal energy.

Charged Shots. At 4th level you expend 1 grit point and 1 paracausal point to grab a handful of ammunition equal to {{1+proficiency#unsigned}} and charge them with paracausal energy, causing them to deal an additional 1d6 force damage.

This increases to a 1d8 at 10th level, and 1d10 at 16th level.

Molten Shot. At 6th level when you make a firearm attack against a creature, you can expend one or more grit and paracausal points to make a piece of ammunition glow red hot. When fired from a firearm the ammunition turns molten. For each set of grit and paracausal point expended, the ammunition will cause 1d8 fire damage. A creature affected by a molten shot must use an action to remove the molten ammunition.

Fragmenting Shot. At 8th level you expend 1 grit point and 1 paracausal point to encase your ammunition in condensed energy that will pierce and shatter upon impact. All creatures in a 15 ft. cone must succeed a DC {{savedc:dex}} dexterity save or take 1d10 piercing damage or half on a success. Additional grit or paracausal points can be spent to increase the damage by an additional 1d10 and increase your misfire by +2 for each additional bonus.

Re-route. At 10th level your heightened abilities have allowed you to calculate your shot's trajectory faster than it can travel. When you miss a firearm attack and did not misfire, you can use your reaction to spend one grit point to redirect the shot. Roll another attack against the target.

Counter Shot. At 12th level as a reaction when you see an enemy making a ranged weapon attack, you can spend one grit point to make a firearm attack against the projectile. The enemy's projectile has an AC equal to the opponent's attack roll. If you hit, their attack automatically misses.

You may use this trick shot after seeing the number rolled, but before it is determined if the attack hits.

Ghost Load. At 14th level as a bonus action, you can expend 2 grit points and load an additional bullet directly into the chamber of your firearm, increasing your misfire score by +4 on your next attack action and you fire an additional bullet as part of the same action. Make two separate attack rolls, each with a +4 to your misfire score.

Richochet. At 16th level, you can expend 1 grit point and 1 paracausal point to breathe paracausal life into a single bullet. After a successful hit, this bullet will seek a new target, make an additional attack against another creature within 20 feet of your initial target. You can then spend additional paracausal points to continue ricocheting this round until an attack misses.

Calamity Shot. at 19th level as a bonus action, you can spend 1 grit point and 5 paracausal points to create a bullet of pure paracausal energy. When fired, all creatures in a 5ft. wide line must succeed a DC {{savedc:dex}} save or take 10d10 force damage, half on a successful save as the raw energy blasts past them. Additional paracausal points can be spent to increase the damage by an additional 1d10.

 

Paracausal Shots Image

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