Fighting Style: Point‐Blank Shooter. Billy does not have disadvantage on attack rolls when he is within 5 feet of a hostile creature who can see him and who isn’t incapacitated.
Flushed Shot. Billy’s ranged weapon attacks ignore half and three-quarters cover.
Lay of the Land. Billy doubles his proficiency bonus when making Intelligence or Wisdom checks relating to the outdoors. While traveling through the wilderness for an hour or more, he gains the following benefits:
◆ Difficult terrain doesn’t slow his group’s travel.
◆ Billy’s group can’t become lost except by magical means.
◆ Even when Billy is engaged in another activity while traveling (such as foraging, navigation, or tracking), he remains alert to danger.
◆ If he is traveling alone, Billy can move stealthily at a normal pace.
◆ When Billy forages, he finds twice as much food as he normally would.
◆ While tracking other creatures, Billy also learns their exact number, their sizes, and how long ago they passed through the area. FEATS Superb Aim. Billy doesn’t have disadvantage when attacking at long range. When Billy makes his first ranged weapon attack in a turn, he can choose to take a –5 penalty to his ranged weapon attack rolls in exchange for a +10 bonus to ranged weapon damage.
Extra Attack. Billy attacks twice when he takes the Attack action. If he has a second revolver, he uses his bonus action to fire it (and does not gain his Dexterity bonus to damage).
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4+4) piercing damage.
Revolver. Ranged Weapon Attack: +7 to hit, range 40/120 ft., one target. Hit: 13 (2d8+4) piercing damage.
Fast Draw. As a reaction when a creature attacks Billy, he can make a ranged weapon attack against that creature. This attack occurs before the attacking creature’s. Additionally, once per round Billy can draw and stow one or two firearms without requiring any action.
Reputation (2/long rest). As a reaction when a creature Billy can see makes an ability check, attack roll, or saving throw, he can impose disadvantage on that roll as the power of his reputation shakes its resolve.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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