| Mod | Save | ||
|---|---|---|---|
| STR | 12 | +1 | +7 |
| DEX | 19 | +4 | +19 |
| CON | 15 | +2 | +16 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +10 |
| WIS | 12 | +1 | +9 |
| CHA | 18 | +4 | +19 |
Radiant Ammunition. The Gunman Knight’s ranged attacks deal an extra 1d8 radiant damage.
Close-Quarters Shooter. Being within 5 feet of a hostile creature doesn’t impose disadvantage on the knight’s ranged attacks.
Shielded Marksman. While wielding a shield, the knight gains +1 AC against ranged attacks and advantage on Dexterity saving throws against effects it can see.
Multiattack. The Aurora Gunman Knight makes two attacks with its radiant firearm or two melee attacks, or one of each.
Rifle. Ranged Weapon Attack: +6 to hit, range 80/240 ft., one target
Hit: 10 (1d10 + 3) piercing damage plus 4 (1d8) radiant damage.
Bayonet Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target
Hit: 9 (1d8 + 3) piercing damage plus 3 (1d6) radiant damage.
Shield Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target
Hit: 7 (1d6 + 3) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.
Burst Shot (Recharge 5–6). The knight fires a condensed blast of radiant energy in a 20-foot line that is 5 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 22 (5d8) radiant damage on a failed save, or half as much on a success.
Tactical Reload. The knight steadies its aim. Its next ranged attack before the end of its turn has advantage and deals an extra 1d8 radiant damage.
Deflecting Guard. When hit by a ranged attack, the knight adds +3 to its AC against that attack, potentially causing it to miss.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/9/2026 6:07:39 AM
|
3
|
1
|
--
|
Coming Soon
|
Comments