Submachine Gun

Submachine Gun

Hit Points

Hit Dice: 1d12 per Submachine Gun level

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

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

Proficiencies

Armour: Light armour

Weapons: One submachine gun of your choice

Tools: One of your choice

Saving Throws: Dexterity, Intelligence

Skills: Two of your choice

Distraction. Your allies' attacks against creatures within 10 ft. of you deal an additional 2d6 damage.

Combat Ability

Choose one of the following abilities.

    • Incendiary Grenade. Single. Instead of making an attack, choose a point within 30 ft. of yourself to throw your grenade.Creatures within 10 ft. of that point must make a DC 13 Dexterity saving throw, suffering 3 times your weapon's damage in fire damage on a failure and half as much as that on a success. This area is engulfed in flames for 1 minute; any creature that enters it or ends their turn in it suffers damage equal to your weapon damage in fire damage. At 6th level, the DC is increased to 16 and the damage increased to 5 times. At 10th level, the DC is increased to 19 and the damage increased to 9 times.
    • Hand Grenade. Single. Instead of making an attack, choose a point within 30 ft. of yourself to throw your grenade. Creatures within 10 ft. of that point must make a DC 13 Dexterity saving throw, suffering 3 times your weapon's damage on a failure and half as much as that on a success. At 6th level, the DC is increased to 16 and the damage increased to 5 times. At 10th level, the DC is increased to 19 and the damage increased to 9 times.
    • Smoke Grenade. Single. Instead of making an attack, choose a point within 30 ft. of yourself to throw your grenade. This creates a 20 ft. radius area of smoke until the end of your next turn. This smoke creates a heavily obscured area. Penalties for firing through it are ignored for you and your T-doll allies.
    • Stun Grenade. Single. Instead of making an attack, choose a point within 30 ft. of yourself to throw your grenade. All creatures within 10 ft. of that point are stunned until the end of their next turn.
    • Force Shield. Until the beginning of your next turn, you are immune to all damage.
    • Damage Focus. This turn, your attacks deal twice as much damage.

Grenade abilities only require the action of one of your bodies to perform.

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

Body Upgrade

Choose one of the following:

    • Increase your AC by 3.
    • Increase your AC by 6, and reduce your damage dealt by 4.

Magazine Upgrade

Your bullets are more lethal. Your attacks deal +2 damage. This is doubled against enemies that do not have any Armour.

Accessory

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

    • Optical Sight. You now score critical hits on an 18, 19 or 20.
    • Holographic Sight. Your attacks now have a +2 to hit and deal +2 damage.
    • Red Dot Sight. Your attacks have an additional +4 to hit.
    • Suppressor. You may take the hide action as a bonus action. You score critical hits on a 19 or 20 against targets that you are hidden from.
    • Night Battle Equipment. You ignore all penalties for darkness when making attacks.

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