Medium Plant, Any Good Alignment
Armor Class 16 (Peel of Steel)
Hit Points 40 (6d10 + 10)
Speed 30 ft.
STR
13 (+1)
DEX
18 (+4)
CON
14 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws DEX +7, CON +5
Skills Intimidation +6, Stealth +7
Damage Vulnerabilities Fire
Damage Immunities Poison
Condition Immunities Poisoned
Senses Passive Perception 12
Languages any two languages (usually Common, Halfling, Sylvan, Elvish, or Primordial)
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits
Photosynthesis. Fruit-Folk can hold their "breath" for 5 hours, 3 hours in fresh water, and 1 hour in salt water.

Ancestral Sight. While closing their eyes Fruit-Folk can use the traits of their ancestors to use 10ft of blindsight.

Ancestral Speech. Fruit-Folk can speak to other Fruit-Folk and plant life through touch.

Action Surge. The Gunslinger can take one additional action on their turn. This can be used 1 times per short rest.
 

Sharp Shooter. Banana Gunslingers have mastered ranged weapons and can make shots that others find impossible. They gain the following benefits:

  • Attacking at long range doesn't impose disadvantage on their ranged weapon attack rolls.
  • Their ranged weapon attacks ignore half cover and three-quarters cover.
  • Before they make an attack, they can choose to take a -5 penalty to the attack roll. If the attack hits, they add +10 to the attack's damage.

Crossbow Expert. Thanks to extensive practice with the crossbow, they gain the following benefits:

  • They ignore the loading property of their crossbow attack.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on their ranged attack rolls.
  • When they use the Attack action and attack with a one-handed weapon, they can use a bonus action to attack with a hand crossbow they are holding.
Adept Marksman. (Special)

A Banana Gunslinger can know up to three (3) trick shots that enhance a firearm attack in some way. They have 1 grit points that they regain after a short rest. You also regain 1 when they roll a 20 on firearm attacks or deal a killing blow. The saving throws for trick shots is a DC of 14.

Trick Shots

Bullying Shot. You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.

Dazing Shot. When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your 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. When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll. 
Disarming Shot. When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.
Forceful Shot. When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.
Piercing Shot. When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.
Violent Shot. When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.
Winging Shot. When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
Actions

Multiattack. The Gunslinger can attack twice with its weapon.

Banana Gun. Ranged Weapon Attack: +8 to hit, reach 80/320 ft., one target. Hit: 11 (1d10 + 5) piercing damage.

On a roll or a 1 or 2 the Banana Gun Misfires and the Gunslinger must use an action to repair the Gun. 

Crossbow. Ranged Weapon Attack: +8 to hit, reach 30/120 ft., one target. Hit: 11 (1d6 + 5) piercing damage.

Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (1d4 +3) piercing damage.

Edible. Fruit People are edible beings. The Banana Cavalier may break off a small part of their body, a maximum of 4 times per long rest, at the cost of 1 hit point. When someone eats the severed part of the body within the first 12 hours while it is fresh, they receive 1d8 temporary hit points. These severed pieces only grow back with a long rest in direct sunlight.

Bonus Actions
Crossbow Expert Attack. When the Gunslinger uses the Attack action they can use a bonus action to attack with a hand crossbow they are holding.
Second Wind. Once per short rest, the Gunslinger can use a bonus action to regain 1d10 + 7 HP.
 
Reactions
 Opportunity Attack
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