Magic Resistance. has advantage on saving throws against spells and other magical effects.
Grit: gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.
Trick Shot save DC = 12 + your proficiency bonus + your Dexterity modifier
Sharpshooter:
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
- Your ranged weapon attacks ignore half cover and three-quarters cover.
- Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Spellcasting. is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor, magic missile, feather fall
2nd level (3 slots): detect thoughts, mirror image, misty step, blur
3rd level (3 slots): counterspell, lightning bolt
4th level (3 slots): banishment, fire shield, dimension door
5th level (3 slots): telekinesis, scrying, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank
9th level (1 slot): time stop
2 actions, 2 Attacks per action
Ruby (revolver): +8 to hit, 2d8 +4 Piercing + 1d6 magical/ elemental damage type of choice (can have two of these weapons if one so pleases)
Sapphire (+2 Veterans cane/Longsword): +10 to hit, 1d8 + 6 slashing
Dagger Armblade: +8 to hit, 1d6 + 4 +1d6 poiso.
Bonus actions: cunning action, fast hands, lightning reload, rapid repair, quickdraw
Uncanny Dodge: when an attacker that you can see hits you with an attack, you can use your reaction to halve the attackers damage against you
Lair and Lair Actions
His Boat/ Airship
when on His ship he can move a bonus 30ft movement, can command crew members to move up to 20ft. He Is immune to being charmed restrained and grappled. Has advantage on all saving throws and all enemies have disadvantage on saving throws.
Previous Versions
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