Big Game Hunter
Subclass features
Big Game Hunter
Level 3Fire a Colossal Elephant Gun
Armed with the largest guns possible, Big Game Hunters aim to bring down dangerous titans—such as dinosaurs, hydras, and giant beasts—before they can endanger smaller folk. Quarry as small as owlbears or as intelligent as giants are ill-suited to such as hunter's sensibilities, for they revel most in the conquest of titans and the smell of their Elephant Guns glowing red hot.
Elephant Gun
You gain a weapon of staggering proportions: an Elephant Gun. Only you have proficiency with this weapon. The Elephant Gun is a ranged weapon with the following traits:
- Weapon Category:. Martial Ranged
- Damage on a Hit:. 2d8 Piercing
- Properties:. Ammunition (range 80/320; Bullet), Firearm, Heavy, High Caliber, Two-Handed
- Mastery:. Slow (you can use this property, and it doesn't count against the number of properties you can use with Weapon Mastery)
Replacing an Elephant Gun
If your Elephant Gun is lost, you can build a new one over the course of a Long Rest using materials worth 100+ GP.
High Caliber
The Elephant Gun has the special High Caliber property. You can only make one attack with this weapon when you take the Attack action, and only as the first attack you make on your turn. Once you make an attack with this weapon, you can't make any attacks until the start of your next turn.
As you reach certain Gunslinger levels, the Elephant Gun's damage changes, as shown on the following table.
Elephant Gun
| Gunslinger Level | Damage |
|---|---|
| 3 | 2d8 |
| 5 | 4d10 |
| 11 | 5d10 |
| 17 | 6d10 |
Broad Side of a Barn
You don't have Disadvantage on attack rolls against Large or larger targets as a result of attacking at long range.
Tracker
Level 6You excel at trailing your quarry, granting you the following benefits.
Footprint Identification
By examining the footprints left behind by a creature as a Study action, you can determine without an ability check the specific kind of creature that left it, how long ago it left the footprints, the creature's size, and whether the creature was missing any of its Hit Points when it left the footprints.
Legendary Shot
Level 10When a creature you can see within 80 feet of you takes a Legendary Action, you can take a Reaction to make an attack against it using your Elephant Gun. You can make this attack even if you've already made an attack using your Elephant Gun on your turn. On a hit, the Legendary Action is lost.
Once you use this feature, you can't do so again until you finish a Short or Long Rest.
Exotic Caliber
Level 14You can take a Bonus Action to chamber your Elephant Gun with one of the following types of ammunition. Once you use this feature, you can't use it again until you finish a Short or Long Rest. You can also restore your use of it by expending two Risk Dice (no action required).
Buck Shot
You load your Elephant Gun with dozens of lead pellets that scatter the next time the gun is fired. The attack becomes a 30-foot Cone. Each creature in the area makes a Dexterity saving throw against your Maneuver save DC, taking the Elephant Gun's damage on a failed save, or half as much damage on a successful one.
Explosive Shot
You load your Elephant Gun with a projectile that explodes the next time the gun is fired. The attack becomes an explosion. Choose a point you can see within 80 feet of you. Each creature within a 10-foot-radius Sphere makes a Dexterity saving throw against your Maneuver save DC, taking Fire damage equal to the damage of your Elephant Gun on a failed save, or half as much damage on a successful one.
Piercing Shot
You load your Elephant Gun with a conical projectile that penetrates through its target the next time the gun is fired. The attack becomes a 5-foot wide, 80-foot-long Line. Each creature in the area makes a Dexterity saving throw against your Maneuver save DC, taking the Elephant Gun's damage on a failed save, or half as much damage on a successful one.
Raw data
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