Thunderous Initiative. Barrakk gains a +5 initiative bonus.
Gunnery Expertise. Barrekk's Rifled doesn't require reloading.
Superior Critical. Barrekk's weapon attacks score a critical hit on a roll of 18–20.
Sharpshooter. Attacking at long range doesn't impose disadvantage on Barrekk's ranged weapon attack rolls. His ranged weapon attacks ignore half cover and three-quarters cover. Before he makes an attack with a ranged weapon that he is proficient with, he can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Evasion: When subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Barrekk instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack (1/Turn): Barrekk deals an extra 14 (4d6) damage when he 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 him that isn't incapacitated and he doesn't have disadvantage on the attack roll.
Multiattack: Barrekk makes two attacks, although he can only use one spell or fire his Holy Jezai once per turn each.
Thundering Blade Scimitar: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d6+5) slashing. When this weapon crits, Barrekk may choose to do triple damage. if he does the damage type becomes thunder damage.
Jambiya of Upyr: Melee Weapon Attack: +9 to hit, range 5 ft., one target. Hit: 10 (1d6+5) piercing or slashing damage. When this weapon crits, Barrekk may regain 12 (3d6) hit points.
Holy Jezail: Ranged Weapon Attack: +14 to hit, range 60/320 ft., one target. Hit: 18 (2d12+4) piercing damage and 12(2d10) thunder or radiant damage.
Divine Precision (Recharge 5-6): Barrekk channels divine energy into its next Holy Jezail attack. On a hit, the target takes an additional 14 (4d6) radiant damage and must succeed on a DC 14 Wisdom saving throw or be frightened of him until the end of his next turn.
Thundering Horizon (3/Day): Barrekk imbues its Holy Jezail with magical energy, causing his next shot to crackle with thunderous force. When the hunter hits with its musket attack, the target takes an additional 12 (2d10) thunder damage, and all creatures within 10 feet of the target must make a DC 14 Dexterity saving throw, taking 12 (2d10) thunder damage on a failed save, or half as much damage on a successful one.
Hunter's Mark: As a bonus action, Barrekk can choose a creature it can see within 90 feet and mystically mark it as its quarry. He deals an extra 1d6 damage to the target whenever he hits it with a weapon attack, and he has advantage on any Wisdom (Perception) or Wisdom (Survival) checks it makes to find it. This Effect last for up to 1 hour.
Description
Barrekk Berakkend was born into the rugged mountains where the Order of the Thundering Horizon thrived. From a young age, he displayed exceptional skill with a musket, his accuracy matched only by his unwavering faith in the Order's teachings. However, as he grew older, Barrekk found himself yearning for adventure beyond the confines of the mountains, desiring to test his abilities in the wider world.
One fateful day, while on a mission for the Order, Barrekk encountered Captain Hammer, a legendary figure among pirates who roamed the tropical seas. Intrigued by Barrekk's prowess with a rifle, Hammer extended an offer for him to join his crew. Seeing this as an opportunity to explore new horizons and forge his own path, Barrekk accepted.
As Barrekk integrated into Hammer's crew, he quickly earned a reputation as an unmatched sharpshooter. His loyalty to Hammer was questionable at first, as the pirate captain showed him kindness and camaraderie he had never known before, yet Barrekk couldn't shake the feeling of unease around these pirates.
Captain Foul, a rival pirate captain known for his ruthlessness and deceit, lurked on the fringes of Hammer's crew. Even though he was supposed to be an ally, Foul's ambitions clashed with Hammer's, and his presence cast a shadow of distrust over the crew. Barrekk observed Foul's manipulations and treachery with growing concern, recognizing the danger he posed to Hammer and the crew.
As tensions between Hammer and Foul escalated, Barrekk found himself torn between loyalty to his captain and the desire to adhere to the doctrine of the order. When Foul orchestrated a daring attack on Hammer's ship, however, Foul was no longer a protected ally under the doctrine and Barrekk could fight with a clear conscience. Barrekk's skills as a marksman proved invaluable in repelling the assault.
Humbled by Captain Hammer's bravery and loyalty, Barrekk finally accepted him as his trusted friend, knowing that his presence would be instrumental in facing the challenges that lay ahead on the treacherous seas. And so, Barrekk Berakkend found himself embracing a new chapter in his journey, standing steadfast alongside Captain Hammer and his crew, ready to confront whatever trials awaited them on the horizon.
Previous Versions
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2/17/2024 4:38:23 AM
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