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.