Machine Gun

Machine Gun

Hit Points

Hit Dice: 1d6 per Machine Gun level

Hit Points at 1st Level: 6 + your Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Machine Gun level after 1st

Proficiencies

Armour: Medium armour

Weapons: One machine gun of your choice

Tools: One of your choice

Saving Throws: Constitution, Wisdom

Skills: Athletics and one other of your choice

Combat Ability

Choose one of the following abilities:

    • Terminating Barrage. Passive. Your third hit on each of your turns is a critical hit.
    • Lock and Load. This turn, re-roll damage results of a 1 or 2, and add +1 to your damage dealt. Your weapon counts as being loaded next turn.
    • Hunting Impulse. This turn, add +4 to each of your attack rolls. Each hit this turn counts as a critical hit.
    • Damage Focus. Until the end of this turn, re-roll damage results of a 1 or 2, and add +4 to your damage dealt.

You may use your Combat Ability once. You regain your use of it when you roll for initiative or finish a short or long rest.

Magazine Upgrade

Your bullets are well suited to piercing armour. Your attacks gain Armour Piercing 10.

Extra Attack

When you take the attack action on your turn, you may make an additional attack.

Accessory

You gain access to the following accessories:

    • Optical Sight. You score critical hits on a 19 or a 20.
    • Holographic Sight. Your attacks have an additional +1 to hit and deal +1 damage.
    • Red Dot Sight. Your attacks have an additional +2 to hit.

Ammunition Upgrade

When you take the attack action on your turn, you may make an additional attack.