Second Wind (1/rest). Zella pushes past her limits allowing her to regain 18 (1d10 + 12) hit points as a bonus action on her turn.
Action Surge (1/rest). On her turn Zella can make use of an additional action.
Sharpshooter. Attacking at Long Range doesn't impose disadvantage for Zella. In addition she ignores half cover and three-quarters cover. Before she makes a ranged attack roll with a weapon she is proficient with, she can choose to take a -5 penalty to her roll to add a +10 bonus to her damage on that attack.
Firearm Specialist. Whenever Zella makes a weapon attack on her turn with a One-handed weapon, she can use her bonus action to fire with her Palm Pistol given the fact that the firearm is loaded.
Quickdraw. Adept in combat, Zella adds her proficiency bonus to her initiative to a total of a +8 bonus. She can also stow and draw a firearm as a bonus action.
Adept Marksman (1/rest). Zella's skills with firearms allow her to enhance her firearms with a special trick shot. Once per rest she can regain a single a grit point, allowing her a use of her trick shot. In addition, whenever Zella rolls a 20 on an attack roll, she regains a grit point.
Trick Shots. Zella gains the ability to use grit points. She has 2 grit points and can regain them by taking a short or long rest as well as the Adept Marksman trait's features. She can expend grit points to do one of the following trick shots:
- Forceful Shot (1 grit point). When Zella makes an attack with a firearm, she can push the target back through the force of the hit. In addition to the firearm's damage, the target must then make a (DC 16) Strength saving throw or be pushed 15 feet from her.
- Deadeye Shot (1 grit point). When Zella makes an attack roll with a firearm, she gains advantage on the roll.
- Dazing Shot (1 grit point). When Zella makes an attack with a firearm, she attempts to dizzy the target with the shot. The target suffers the firearm's normal damage and must make a (DC 16) Constitution saving throw, suffering disadvantage on all attacks until the end of their next turn.
- Disarming Shot (1 grit point). When Zella makes an attack with a firearm, she attempts to aim at the target's appendages in the attempt of making it drop an object. additionally to the normal damage, she forces the target to make a (DC 16) Strength saving throw, causing them to drop 1 held object of Zella's choice on a failure. The object dropped by the target is also launched 10 feet away from you.
Multiattack. Zella makes three weapon attacks.
Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 9 (1d8 + 4) Piercing damage.
Revolver. RangedWeapon Attack: +10 to hit, range 40/120 ft., 1 target. Hit: 14 (2d8 + 4) Piercing damage. After Zella's revolver fires 5 times, it runs out of bullets and must be reloaded. To reload she must expend an attack as part of her action and must have a free hand. If Zella rolls a 2 or lower on her attack roll, the weapon misfires and she must use her action to roll a tinkers tool check (DC 10) returning the weapon to use on a success, and breaking it, rendering it unusable until properly repaired on a failure.
Palm Pistol. RangedWeapon Attack: +10 to hit, range 40/160 ft., 1 target. Hit: 9 (1d8 + 4) Piercing damage. After Zella's Palm Pistol fires once, it runs out of bullets and must be reloaded. To reload she must expend an attack as part of her action and must have a free hand. If Zella rolls a 1 on her attack roll, the weapon misfires and she must use her action to roll a tinkers tool check (DC 9) returning the weapon to use on a success, and breaking it, rendering it unusable until properly repaired on a failure.
Draw. Zella makes an attack with her Palm Pistol or her Revolver. As per a normal attack, Zella can add a Trick Shots effect to the attack.
Firearm Specialist (1/rest). If Zella rolls a misfire on an attack with her firearm, she can use her reaction to roll 1d20. If the number is higher than the weapon's misfire score, the firearm doesn't misfire.
Description
Daughter of Manfred Von Musel and sister to Owain Von Musel, Zella's always been rather resentful of her familial relationships. At an early age she left to study at the Byrgenwerth Workshop in Vrellez. There she gained the skill of creating clockwork machinery with a specialization in firearms.







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