Headfirst Charge. Constable Rupleth can try to knock a creature over; if he moves at least 20 ft in a straight line that ends in within 5 ft of a large or smaller creature, that creature must succeed on a DC 17 STR saving throw or take 4d6 bludgeoning damage and be knocked prone.
Firearms Knowledge. A master of firearms, Rupleth ignores the loading property of firearms.
Golden Gun. (3/day) Rupleth may spend a bonus action to load his gun with an explosive round causing an additional 4d6 fire damage on a successful hit.
Multiattack. Constable Rupleth may make 3 ranged/melee attacks or 1 Called Shot.
Musket. Ranged Weapon Attack: +6 to hit, range 40/120ft., 1 target. Hit: 2d12+4) piercing damage.
Pistol. Ranged Weapon Attack: +6 to hit, range 30/90 ft., 1 target. Hit: 2d10+4 piercing damage.
Called Shot. Prior to the attack, Rupleth must declare what limb he's trying to hit. Ranged Weapon Attack: +2 to hit, range 100/300 ft., 1 target. Hit: 1d12 damage. The hit creature must succeed a DC 18 CON saving throw or loose their limb.
Saber. Melee Weapon Attack: +7 to hit, range 5 ft., 1 target. Hit: 2d8+6 slashing damage.
Fragmentation Grenade. (2/day) Rupleth throws a grenade up to 75 ft, each creature within 25ft of the grenade's destination makes a DC 16 saving throw, taking 8d6 on a piercing damage on a fail, and half as much on a success.
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