Shotgun

Shotgun

Hit Points

Hit Dice: 1d12 per Shotgun level

Hit Points at 1st Level: 12 + your Constitution modifier

Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Shotgun level after 1st

Proficiencies

Armour: Medium and Heavy armour

Weapons: One shotgun of your choice

Tools: One of your choice

Saving Throws: Strength, Constitution

Skills: Athletics and one other of your choice

Close Assault

Your shotgun attacks deal double damage to inanimate objects within 5 ft. of you. You may make one attack against an inanimate object as a bonus action.

Being within 5 ft. of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

You may wield shotguns in one hand, but all attacks made this way are made with disadvantage.

Armour Plating

You receive armour. You gain Armour 3. At 6th level, this is improved to Armour 5. At 10th level, this is improved to Armour 10.

Shields you are wielding additionally give you an armour value equal to double that shield's AC bonus.

Combat Ability

    • Burst Impact. If you hit a creature with a shotgun attack this turn, it is pushed back 15 ft.
    • Protection Focus. Until the beginning of your next turn, triple your Armour value.
    • Survival Instinct. Until the beginning of your next turn, gain +3 to your AC, and double your Armour value.
    • Damage Focus. This turn, your shotgun attacks deal twice as much damage.

You may use your chosen ability once. You recover your expended use when you roll initiative or finish a short or long rest.

Shotgun Shells

You gain access to one of the following options:

    • Buckshot. You gain a +3 to damage rolls with your weapon.
    • Slug. You gain a +3 on attack and damage rolls with your weapon, and your attacks now deal an additional 1d6 damage. Your weapon loses the Scatter feature.

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

Accessory

You gain access to four accessories: Optical Sight, Holographic Sight, Red Dot Sight and Night Battle Equipment. You may choose one to equip.

    • Optical Sight. You score critical hits on an 18, 19 or a 20.
    • Holographic Sight. Your attacks have an additional +2 to hit and deal +2 damage.
    • Red Dot Sight. Your attacks have an additional +4 to hit.
    • Night Battle Equipment. You gain Darkvision out to 300 ft.

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