Steady Aim: As a Bonus Action you can give yourself Advantage on your next attack roll of the turn, you can only use this is you haven't moved on your turn, and you cannot move on your turn after using this feature.
Quick Reflexes: Amon Gorre can take three Reactions per turn.
Sneak Attack: If you have advantage on an attack, or an ally within 5ft of the target you may apply sneak attack damage dealing an additional 15d8 weapon damage.
Bandoleer: When one of your firearms is reloaded, all of your firearms are reloaded.
Gunslingers Resistance: (5/Day) When you fail a Saving Throw you can choose to pass instead when you do you may make a Shot which each Firearm you are using against them.
Rapid Fire: (3/Day) Amon Gorre cay take an additional ranged attack for each ranged attack he makes until the start of his next turn.
Showdown: Being in Melee doesn't impose disadvantage on attacks with firearms.
Rider: While within 30ft of The Horse with No Name you share its Resistances and Immunities.
Spirit of the Gunslinger: Each time you make a Ranged Attack you summon a Spectral Bullet, you can as a Reaction at the start of a Creatures turn force a Creature to make a DC 28 Dexterity Saving Throw on a fail they take 2d10 Piercing Damage for each Bullet, each bullet that Hits lowers a Creatures Saving Throws by 1 per Bullet.
Multi-Attack: Amon Gorre makes 6 Attacks, one of these can be changed for his Rocket Launcher.
Greyshot (Rifle): Ranged Weapon Attack, 80/240, 1d20+21 to hit ,8d10+12 Piercing Damage, cant use this in melee, whilst using this at range, may use Sneak Attack on both attacks, and takes a Bonus Action to Reload after 2 shots. A Creature hit by this Attack makes a DC 28 Wisdom Save on a fail they take the Sneak Attack Damage again at the start of their next turn and can't mvoe closer to Amon Gorre
Blackshot. (Pistol) Ranged Weapon Attack, 50/150, 1d20+21 to hit, 8d6+12 Piercing, attack made with this weapon do not break stealth, attacks with this weapon mark the target, the next attack against the target this turn has advantage,..
Relentless (Pistol): Ranged Weapon Attack, 50/150, 1d20+21 to hit, 8d6+14 piercing damage, if you hit a creature with an attack with a firearm, reload that firearm. Each Creature hit with this Weapon is marked.
Dragonwind (Rocket Launcher) (Recharge 5 or 6): Choose a 20ft area within 120ft, any creature in the area makes a DC 28 Dexterity, on a fail they take 18d10+12 Fire Damage and are suffer Shell shock, until the end of Amon Gorre's next turn, they movement speed is halved, they have disadvantage on attacks and Saves, and attacks against the have advantage.
Pepperbox Pistol: (recharge 5 or 6) 10ft range, fire the 10 barrels of the pepperbox pistol, 1d20+21 to hit at Advantage, if this hits the target is knocked prone and takes 20d10 Piercing Damage and all healing on them for the next minute is halved.
Myth of the Gunslinger: (Recharge 5 or 6) Fire all ammo in your guns, 6 shots with each pistol, 2 shots with your Rifle and 1 with your Rocket Launches at 1 target, then fire a Spectral bullet at Each Creature of your Choice within 50ft, for each shot fired.
Cunning Action: Amon Gorre may take the Hide, Dash, Dodge or Disengage action as a Bonus Action.
Stun Grenade: Throw a Grenade that explodes in a 20ft sphere within 120ft, all non undead non constructs within the area makes a DC 28 Constitution Save on a fail becoming stunned until the end of Amon Gorre's next turn.
Incendiary Grenade: Throw a Grenade that explodes within 20ft sphere within 120ft, each creature within the sphere make a DC 28 Dexterity Save, on a fail take 12d8 Fire Damage or half on a pass.
Mark Prey: Mark one target within 120ft, the target takes 2d10 Additional Damage from each attack Amon Gorre makes against them, Amon Gorre always knows where this target is, and cannot be made to have Disadvantage against the target for 8 hours.
Landmine: Place 4 Landmines within 50ft of you, a Creature that moves within 5ft of it causes these to explode, all Creatures within 10ft of the Landmine make a DC 28 Dexterity Saving Throw on a fail they take 12d8 Fire Damage and are Knocked Prone, if they fail by fail or more their movement speed is reduced to 5ft until they are healed to full HP.
Gunslinger's Dodge: When Amon Gorre is the target of a melee attack or is forced to make a Dexterity Saving Throw, he can use his reaction to move 30ft back, potentially dodging the hit, and make two attack against the target, one with each pistol.
Fan the Hammer: When there are atleast two enemies within 10ft of Amon Gorre, he may use his reaction to make a Four attack at each of them with one of his Pistols, this uses all the ammo in the pistols.
Smoke Grenade: When the target of an attack, can use reaction to make a 15ft sphere of smoke, heavily obscuring the area.
Hard to Pin Down: If a Creature starts its turn within 10ft of you jump back up to 30ft in a direction of your choice and make a single weapon attack, this does not provoke oppertunity attacks
Deadsight: At the start of a marked creatures turn you may use your Reaction and make 1 shot at each Creature marked by Relentless.
Amon Gorre has 5 Legendary Actions:
Toxic Vial (Cost 1 Legendary Action) Shatters a vial of Lethal Toxins at his -feet, all Non Undead, Non Constructs within 15ft of him make a DC 28 Constitution Save, on a fail they take 15d10 Poison Damage and there movement speed is halved.
Run and Gun: (2 Legendary Actions) Amon Gorre moves up to 50ft in any straight line without provoking oppertunity Attacks, he may make two shots at any creature he moves within 10ft.
Quick Shot: (1 Legendary Action) Amon Gorre makes an attack with a ranged weapon at creature within range.
Bullet-Hell (3 Legendary Actions) Each Creature within 240ft of Amon Gorre gets 2 Shots with Amon Gorres Rifle, then fire 1 Rocket Launcher.
The Old West (Cost 5 Actions) Select 1 Character within 30ft of you, it gets to take 1 Attack against you that always hits, and you take maximum Daamge, you then make an Attack against them with each gun they are in range off, if you hit with every attack you may repeat this on a new Creatures.
Legendary Bounty Hunter
When Amon Gorre becomes bloodied (1400) he may make an additional attack when he attacks as an action.
Amon Gorre whistles his fingers calling out his Horse with no Name, if the Horse with no Name is dead it is resummoned when the mythic phase starts.
Last of the Gunslingers: Each turn he may make an attack at the start of each Creatures turn, if theres no creatures within 5ft of him he has Advantage on this Attack.
Red Right Hand: You may make a Red Right Hand Attack, 5ft range, 1d20+21 to Hit, 18d10+10 Psychic Damage and the Creature has its Maximum HP reduced by that amount.
Description
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Previous Versions
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5/13/2023 2:03:50 PM
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5/14/2023 1:39:28 PM
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10/27/2025 11:11:15 AM
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10/27/2025 11:16:24 AM
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