Fey ancestry. Cree has advantage on saving throws against being charmed and magic can't put him to sleep.
Cunning Action. On each of its turns, Cree can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). Cree deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the thief that isn’t incapacitated and the thief doesn’t have disadvantage on the attack roll.
Legendary Resistance (1/Day). If Cree fails a saving throw he can choose to succeed instead.
Quickdraw. Cree adds his proficiency bonus to his initiative. He can also stow a firearm, then draw another firearm as part of the same object interaction on his turn.
Trick shots (3 per short rest). Wheen attacking with a firearm Cree can perform powerful trick shots with it to disable or damage his enemies (DC 15):
- Dazing shot. Cree attempts to dizzy his opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
- Deadeye shot. Cree gains advantage on the attack roll.
- Disarming shot. Cree attempts to shoot an object from his target's hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of his choice and have that object be pushed 10 feet away from him.
- Winging shot. Cree attempts to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
Multiattack. Cree makes two weapon attacks.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Pistol(Exandria). Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 10 (1d10 + 4) piercing damage.
Musket(Exandria). Ranged Weapon Attack: +9 to hit, range 120/840 ft., one target. Hit: 12 (1d12 + 4) piercing damage.
Potion of Healing (Greater). Cree drinks a healing potion that is tucked in his belt and regains 4d4+4 hit points.
Cree can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. He regains spent legendary actions at the start of his turn.
Shoot. Cree makes an attack with one of his firearms.
Reload. Cree reloads one of his firearms.
Fix jammed firearm (Costs 2 Actions). Cree quickly attempts to fix a jammed firearm. He can attempt to repair a misfired (but not broken) firearm.
Trick shot (Costs 3 Actions). Cree makes an attack and uses one of his trick shots. This trick shot does not count towards his limit of 3 trick shots per short rest.
Previous Versions
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7/14/2021 3:03:47 PM
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Posted Jul 14, 2021Check out https://www.pinterest.com/ArtStation_HQ/ who created the character art.