Rifle

Rifle

Hit Points

Hit Dice: 1d8 per Rifle level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Rifle level after 1st

Proficiencies

Armour: Light and medium armour

Weapons: One rifle of your choice

Tools: One of your choice

Saving Throws: Wisdom, Charisma

Skills: Two of your choice

Combat Ability

Choose one of the following abilities:

    • Aimed Shot. You take aim this turn. When you take the attack action on your next turn, you make a single attack that automatically hits, counts as a critical hit, and the damage dealt is doubled. At 6th level, the damage dealt is tripled instead.
    • Assault Focus. Until the end of your next turn, you may make two attacks instead of one when you take the attack action. At 6th level, this is increased to three attacks.
    • Damage Focus. Until the end of your next turn, your attacks deal double damage and re-roll damage results of a 1 or 2. At 6th level, you also double your Dexterity bonus for the purposes of dealing damage (this is applied before doubling the damage).

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 now effective against armour. Your attacks gain Armour Piercing 10.

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.
    • Suppressor. Firing while hidden does not immediately give away your position. Enemies who see the attack may make a Wisdom (Perception) test to spot you, however.

At the end of a short or long rest, you may choose a different accessory to equip.

Camouflage Equipment

You may hide as a bonus action, and gain advantage on Dexterity (Stealth) checks.