Cowboy. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack. Once per turn, Ben Beckman deals an extra 14 (4d6) damage when it 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 the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
Multi-attack. Ben Beckman makes 4 Pistol attacks per Action
Hakli-infused Pistol. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (4d8 + 6) piercing damage, and the target must make a DC 18 Constitution saving throw, taking 24 (7d6) force damage on a failed save, or half as much damage on a successful one.
Swift Cover. Once per turn, Ben Beckman can move immediately to any form of cover he sees in the immediate area. Being behind cover immediately gives Ben advantage on any attacks as long as he is not in melee attack range of his enemy.
Healing Ammo. Once per turn, Ben Beckman can roll 1d20+10 and heal an ally with a recovery bullet from his Pistol.
Description
Trained in the use his haki (willpower) to infuse his ammo with extra damage, Ben has been known as a remorseless pirate, the First mate of the Red Haired Pirates and a liberator for those too weak to defend themselves.
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