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