Absolved. If there is another creature with this feature within 30 feet of this creature, then it gains advantage on saves to avoid being Frightened or Charmed.
Little Surprise (2E/Day). The Gunman loads a special bullet as a bonus action, adding effects to their next Musket attack.
Flareshot. With this shot loaded, the Gunman's next shot gains 3 (1d6) extra radiant damage and the target must make a DC 15 Constitution saving throw or be Blinded until the end of its next turn.
Packedshot. With this shot loaded, the Gunman's next shot detonates on impact and forces all creatures within a 5-foot radius sphere centered on the target to make a DC 15 Dexterity saving throw, taking 7 (2d6) fire damage on a failure or half as much damage on a success.
Slamshot. With this shot loaded, the Gunman's next shot gains 3 (1d6) extra bludgeoning damage and the target must make a DC 15 Strength saving throw or be knocked Prone.
Multiattack. The Armsman uses Mark Target and makes one Musket attack.
Bayonet. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
Musket. Ranged Weapon Attack: +7 to hit, range 40/120 ft., one target. Hit: 10 (1d12+4) piercing damage. Ignores resistance to non-magical piercing damage.
Mark Target (3/Combat). The Gunman marks a target within 120 feet of them, granting them advantage on their next attack against the target.
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