Difference between revisions of "Ace (5A)"
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This includes such stunts as juggling your gun, shooting a hat off, shooting a coin thrown into the air before it lands, or calling out which part of a target you will hit next. | This includes such stunts as juggling your gun, shooting a hat off, shooting a coin thrown into the air before it lands, or calling out which part of a target you will hit next. | ||
When you use the Attack action to fire a firearm, even if you fire it into the air, you can use a bonus action to make an Intimidation or Performance check and you gain advantage on the check. | When you use the Attack action to fire a firearm, even if you fire it into the air, you can use a bonus action to make an Intimidation or Performance check and you gain advantage on the check. | ||
− | When you use Trick Shot, even if the attack does not hit anyone, you may choose one target within the short range of your firearm. That creature must make a Charisma saving throw with DC 8 + your Charisma modifier + your Proficiency Bonus or be frightened of you until the start of your next turn. | + | When you use Trick Shot to intimidate, even if the attack does not hit anyone, you may choose one target within the short range of your firearm. That creature must make a Charisma saving throw with DC 8 + your Charisma modifier + your Proficiency Bonus or be frightened of you until the start of your next turn. |
=== Quick Draw === | === Quick Draw === |
Latest revision as of 10:49, 16 April 2024
Starfox's 5th Edition Fan Page |
This is a Fusilier style for 5A.
Some fusiliers get by on style and panache. Where a regular fusilier would dress to merge with the background, the ace dresses flamboyantly and performs tricks and stunts to impress both enemies and bystanders.
Greyhawk Popular among adventurers, aces follow in the footsteps of Myrlund, proudly displaying their skill.
Source: Original.
Subclass Features
Showman
At 3rd level when you choose this style, you learn Intimidation and Sleight of Hand. For each of these skills you already know, you instead learn another skill of your choice.
Trick Shot
At 3rd level, you have learned to make a show of your skills with firearms. This includes such stunts as juggling your gun, shooting a hat off, shooting a coin thrown into the air before it lands, or calling out which part of a target you will hit next. When you use the Attack action to fire a firearm, even if you fire it into the air, you can use a bonus action to make an Intimidation or Performance check and you gain advantage on the check. When you use Trick Shot to intimidate, even if the attack does not hit anyone, you may choose one target within the short range of your firearm. That creature must make a Charisma saving throw with DC 8 + your Charisma modifier + your Proficiency Bonus or be frightened of you until the start of your next turn.
Quick Draw
At 6th level your confidence makes you quick. Add your Charisma modifier to initiative checks, in addition to your Dexterity modifier. You can draw or sheathe a one-handed weapon in addition to other object interactions each round.
Show of Death
At 10th level, when you use Trick Shot and the attack hits, all enemies within 10 feet of the target must save or become frightened as described in the Trick Shot feature.
High Noon
At 15th level, as a bonus action, you can declare a duel against another creature within 100 feet who can hear you. That opponent suffers disadvantage on all attacks against anyone but you and creatures other than you gain advantage on any saving throw against the target's effects and spells. You gain advantage on attacks against that opponent. Both effects last for a minute, or until you become Incapacitated, whichever occurs first. Once you use this ability, you must finish a long rest before you can use it again.