Trick
  1. Characters

Trick

Head, Bazooka Cat
NPC

Personality

Mannerism
He is a calm individual who always means well. A person of good heart and positive vibes.

Appearance

Trick is a black Tabaxi with darker black spots to his fur. He as yellow eyes with green iris's. His right ear has an injury to it that appears to be a bite mark of some kind. Trick is often seen wearing his navy blue trench coat with the pink liner. 

The Story

Trick is the partner of Calani within the Guild of the Blade. He acts as the main man in charge of supplies and inventory for the guild. Trick grew up in a normal home, with a normal life. It was because of this normalcy where he wanted to have something a little more interesting. This caused him to join the guild and to become one of the top mercenaries. 

Calani had informed Trick that she was going to hire some individuals to look into the "Shadowy Figure" that was an annoyance to King Mond Voxville. He agreed to help her meet with the group and to conduct a trial for them. The idea behind the trial was to fight them head on with no weapons from their end. The group had his boss Jo'Han Dough who was appointed into this group. The group passed the trial and pissed Calani off enough to where she grabbed her bladed fans. 

After the trial, the group was obsessed with his guns and inventions he created. He showed them off before the two of them began to make preparations to head back to Divelinson. Before they could leave, they received word that there were dead bodies found within an alley of Dyonis not far from where their newly hired group had gone off to. He and Calani went in to investigate to learn that they were involved by a Frecia Guard. The guard explained that there were supposed to be five bodies present but there was only the one. Seeing how this was odd but needing to get a job done regardless, he and Calani acted as damage control and used their tools and resourced to take over the scene. 

He took in the body and saw that the person was marked with a unique diamond like pattern across their forehead. Their skin was gray and cold to the touch peaking his curiosity. He had never seen anything like this before and prepared the body for transport as Calani called Jo'han.

A couple of days later Trick received a call from Jo'han. Although he was unable to disclose all of the information, it was enough for Trick to try and conceal the token from prying ears. Keeping his voice low, he asked Jo'han if he and the others were safe. Jo'han was weary to answer but Shiloh asked if he knew anyone off the grid. Trick was able to explain that he knew people who were off the grid and that all of the information he was told was to be kept from Calani. 

Eventually he and Dria Voxville made their way to Jo'han's location. Upon arrival they saw that Kather's Mystics and Wares was under attack causing them to assist. They defeated the assailants and Dria was able to fill the group in on what has been happening. 

Trick managed to pull Erato aside to inform him of the potential relation between Omisha's illness and the illness fallen on some of the Shooting Star Pirates. He theorized that the answer was somewhere in the book that they retrieved.  

Trivia

  • Trick builds all of his weapons himself using scraps and things he finds.

Title
Head, Bazooka Cat

Type
NPC

Race
Legacy Tabaxi

Gender
Male

Pronouns
He/Him

Mannerism
He is a calm individual who always means well. A person of good heart and positive vibes.

Feats

Adept Gunslinger - Feat

You life of slinging lead has taught you more than a few tricks. You gain the following attributes when referring to the use of firearms.

-You no longer have disadvantage when attacking with a firearm against an enemy that is within close range (15 feet).

-Your bullets now penetrate enemies, when you hit an enemy with a firearm attack. You may roll to hit with disadvantage for the next creature in line of the target up to 30 feet. On hit the second target takes damage equal to the first.

-When taking the attack action, you may make an extra attack with a firearm you are holding as a bonus action.

Artificer Initiate - Feat

You’ve learned some of an artificer’s inventiveness:

  • You learn one cantrip of your choice from the artificer spell list, and you learn one 1st-level spell of your choice from that list. Intelligence is your spellcasting ability for these spells.
  • You can cast this feat’s 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.
  • You gain proficiency with one type of artisan’s tools of your choice, and you can use that type of tool as a spellcasting focus for any spell you cast that uses Intelligence as its spellcasting ability.

Dirty Fighting - Feat

You know that there is no such thing as fighting honorably or well. There is only surviving, and you do anything you must to survive. When you take this feat, pick one of the following options. You may take this feat more than once, picking a different option each time. 

  1. Fist full of sand: As a bonus action attempt to blind an enemy within 5 feet of you. The enemy must make a DEX saving throw against 8+slight of hand modifier. If successful the enemy is blinded until the end of your next turn. 
  2. Headbutt: When an enemy within 5 feet makes a melee attack against you and misses you may use your reaction to headbutt them. You deal 1+STR damage to the enemy, and they must make a CON saving throw against 8+athletics modifier or their turn ends immediately and the enemy cannot take reactions or bonus actions until the end of your next turn. 
  3. Prone Fighting: Any time an enemy knocks your prone you may use your reaction to choose if they must succeed a DEX or STR contest with you. If they fail, then they also fall prone.   While both you and your target are prone you have advantage on any melee or touch spell attack rolls and grapple checks against the prone enemy. 
  4. Twist the Knife: You may use your action to attempt to wound an enemy below maximum HP. Make a melee attack role against your enemy with a weapon dealing normal weapon damage. The enemy must then make a CON saving throw vs 8+Athletics modifier or become wounded. Follow wound rules from sword of wounding.
  5. Sock full of Coins: You never fight with just your hands. When you make an unarmed strike, you are actually hiding an improvised weapon in your hand. When you take this feat you become proficient in improvised weapons and they now deal 2d4+STR damage. 

Firearm Specialist - Feat

You are adept at using guns effectively.

  • You gain proficiency with Firearms.
  • If you roll a misfire on an attack with a firearm, you can use your reaction to roll a d20. If the number rolled is higher than the weapon’s misfire score, the firearm does not misfire. You cannot use this feature of this feat again until you complete a short or long rest.
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded firearm with the light property you are holding.

Gunner - Feat

Ignore the loading property of firearms. Being within 5 ft. of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

Fighter

Gunslinger - Subclass

Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or pole arm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them.

However, some minds couldn’t stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms.

This archetype focuses on the ability to design, craft, and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.

Should this path of powder, fire, and metal call to you, keep your wits about you, hold on to your convictions as a fighter, and let skill meet luck to guide your bullets to strike true.

Firearm Proficiency

Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.

Gunsmith

Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.

Firearm Properties

Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.

Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

Ammunition

All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.

Firearms
NameCostAmmoDamageWeightRangeProperties
Palm Pistol50g2g (20)1d8 piercing1 lb.(40/160)
Lightreload 1, misfire 1
Pistol150g4g (20)1d10 piercing3 lb.(60/240)
Reload 4, misfire 1
Musket300g5g (20)1d12 piercing10 lb.(120/480)
Pepperbox250g4g (20)1d10 piercing5 lb.(80/320)
Reload 6, misfire 2
Blunderbuss300g5g (5)2d8 piercing10 lb.(15/60)
Reload 1, misfire 2
Bad NewsCrafted10g (5)2d12 piercing25 lb.(200/800)
Hand MortarCrafted10g (1)2d8 fire10 lb.(30/60)

Adept Marksman

When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.

Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.

You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.

Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.

Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:

   Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier

Quickdraw

When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.

Rapid Repair

Upon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.

Lightning Reload

Starting at 15th level, you can reload any firearm as a bonus action.

Vicious Intent

At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.

Hemorrhaging Critical

Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.

Trick Shots

These trick shots are presented in alphabetical order.

Bullying Shot

You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.

Dazing Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.

Deadeye Shot

When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.

Disarming Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.

Forceful Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.

Piercing Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.

Violent Shot

When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.

Winging Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.