Fearless. Trigger has advantage on saving throws against being frightened.
Legendary Resistance (3/Day). If Trigger fails a saving throw, he can choose to succeed instead.
Gunslinger. Being within 5 feet of a hostile creature or attacking at long range doesn’t impose disadvantage on Trigger's ranged attack rolls with a revolver. In addition, Trigger ignores half cover and three-quarters cover when making ranged attacks with a revolver.
Maneuvers. Trigger can perform maneuvers that are fueled by superiority dice. Maneuvers enhance an attack in some way. Trigger has 4d8 superiority dice per short rest. The saving throw DC for these maneuvers is DC 15.
Bait and Switch. When Trigger is within 5 ft. of a creature on his turn, he can expend one superiority die and switch places with that creature, provided he spends at least 5 ft. of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.
Roll the superiority die. Until the start of your next turn, Trigger or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Trip Attack. When Trigger hits with a weapon attack, he can expend one superiority die to add the total to the damage roll, and if the target is Large or smaller, it must make a STR saving throw. On failure, the target is knocked prone.
Action Surge (1/short rest). Trigger can take one additional action on his turn.
Fighting Style: Unarmed Fighting (grapple). At the start of each of Trigger's turns, he can deal (1d4) bludgeoning damage to one creature Trigger is grappling.
Multiattack. Trigger either makes two Brass Knuckles attacks or two Blitzbolt Revolver attacks.
Brass Knuckles. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Valen Blitzbolt Revolver. Ranged Weapon Attack: +10 to hit, range 30/90 ft., one target. Hit: 12 (2d8 + 4) piercing damage plus 9 (3d6) lightning damage.
Second Wind (1/short rest). Trigger can use a bonus action to regain (1d10 + 4) Hit Points.
Maneuvers: Grappling Strike. Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action. Add the superiority die to your Strength (Athletics) check.
Trigger 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. Trigger regains spent legendary actions at the start of its turn.
Move. Trigger moves up to its speed without provoking opportunity attacks.
Unarmed Strike. Trigger makes one unarmed strike.
Maneuver (Costs 2 Actions). Trigger can use one of his maneuvers.
Valen Blitzbolt Revolver (Costs 2 Actions). Trigger makes one attack with the Valen Blitzbolt Revolver.
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