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Trick Shooter • Phantom Hunter

About these subclasses

Choose either the Trick Shooter or Phantom Hunter subclasses.

Trick Shooter

Spellcast Trait: Instinct

Play the Trick Shooter if you want to do trick shots to control the battlefield and keep your prey on their toes, determining the flow of the battle.

Foundation

Fancy Gunslinging: After a rest, you get an amount of Tricks on this card equal to your Spellcasting Trait. You can also mark a Stress to get 1d4 Tricks. These Tricks can be flavored gunslinger or arcane style. Before you rest, clear this card. You know these tricks:
Disarming Shot - Spend a Trick before making an attack roll with a firearm. On a successful attack, the target becomes temporarily Disarmed. While Disarmed, they lose their weapon and their attack rolls have a -2 penalty till they clear this condition.
Crippling Shot - On a successful attack roll with a firearm, spend a Trick to make the target Vulnerable. If the target took Severe damage, DM must spend an additional Fear to clear the condition.

Cover Fire - Make a Spellcast Roll (14)  against a target within your firearm range. On a success, spend a Trick and the target becomes temporarily Restrained. You may spend a Hope to temporarily Restrained an additional target within Close range of the original targets.

Tricky Shots: When you succeed in a Trick or spend a Trick after a success, you not only deal your firearm damage, if not already specify, but also bonus damage d4 based on your Tier to all targets. 

Specialization

Ployfur Shooter: You also know these Tricks: 

Flashbang - When you are targeted by an attack within Close range or you succeed in an attack against a target within Close range, spend a Trick to temporarily Blind them. While Blind, they have disadvantage on attack rolls and their vision is blurred till the condition is cleared.

Ricochet Shot - When you fail an attack roll against a target with Hope, you may spend a Trick to reroll the attack to have it hit a target within Close Range of the original target. 

Bullet Barrage - Spend 2 Tricks to make all adversaries within Close range of you make a Reaction Roll (15). On failures, targets take double your firearm damage and mark a Stress. On success, they take no damage and mark a Stress.

Quick Hands: When you do one trick, you may spend the price to do a second trick in combo with the first one.

Mastery

Gunfu: You also know these tricks:

Called Shot! - Once per Rest, spend a Trick to describe your next attack of where it hits a target and how. As part of the attack roll, you can roll a d20 as your Hope Die. On a success, clear a Stress and you roll bonus d6s damage equal to your proficiency. 

Pump Them Full of Lead -Make a Spellcast Roll against all adversaries in front of you within your firearm range. On a success, spend any number of Tricks and force that many targets you succeeded against to make a Reaction Roll (15). Targets who succeed take 1 die tier up of your firearm instead of its normal damage. Targets who fail take 2 die tier up damage of your firearm and are temporarily Stunned. While Stunned, they can’t use reactions and can’t take any other actions until they clear this condition.

Trigger Happy: When you would roll for Tricks damage, you roll a 1d6+1 based on your tier (to a max of 4d6+4) instead of a 1d4 now.

Phantom Hunter

Spellcast Trait: Finesse

Play the Phantom Hunter if you want to be an opportunist who either takes shots from the shadows or in the open to deal powerful precise shots.

Foundation

Muffled Enchantment: If you have the Hidden condition, your attacks don’t remove the Hidden condition unless the DM spends a Fear to do so due to your shots being silent and untraceable. If a creature marks a Hit Point from an Hidden attack, spend a Hope to temporarily Silence them. While Silence, they can’t make noise and can’t cast spells.

Critical Shot!: Choose a number between 1 and 12. If your Hope dice rolls on that number for an attack roll that succeeds, the damage for that attack is doubled. You can change this number when you take a long rest. 

Opportunist: When attacking while Hidden, you roll your attack with advantage. When you make any attack roll with advantage, you increase all damage die by 1 for your firearms and Showdown feature.  

Specialization

Arcane Barrier: Spend 2 Hope to cast an arcane barrier that hugs your body, giving you +2 to your Evasion until the scene ends. When you would mark an Armor Slot, you can spend a Stress instead. If you take Severe Damage, it drops to Major Damage and the barrier shatters.

Phantom Mist: Do a Spellcast Roll (14). On a success, mark a Stress and you disappear from your current location as arcane mist to reform in a location within Close range that is out of sight of adversaries, becoming Hidden and you remain Hidden till your next action roll. You can even use this to get out and end the Restrained condition. 

Spectral Cloak: Mark a Stress to create a special cloak made of arcane that helps you camouflage to your surroundings. You have advantage in rolls to become Hidden and can hide in plain view of adversaries as long as they are Far range from you. You have this feature till you mark a Hit Point or until your next rest.

Mastery

Void Piercer: Make an attack roll with a firearm. On a success, mark a Stress and deal your firearm damage. The target also gains the Weak Point condition permanently. While a target is Weak Point, they gain -2 penalty to their Difficulty and are Vulnerable.

Good Under Pressure: When you have 3 or more Stress marked, you can choose a 2nd number for your Critical Shot! feature. 

Printable cards

Foundation / Specialization / Mastery
Arcana domain icon Bone domain icon
Arcane Gunner

Trick Shooter

Foundation

SPELLCAST TRAIT: Instinct

Fancy Gunslinging: After a rest, you get an amount of Tricks on this card equal to your Spellcasting Trait. You can also mark a Stress to get 1d4 Tricks. These Tricks can be flavored gunslinger or arcane style. Before you rest, clear this card. You know these tricks:
Disarming Shot - Spend a Trick before making an attack roll with a firearm. On a successful attack, the target becomes temporarily Disarmed. While Disarmed, they lose their weapon and their attack rolls have a -2 penalty till they clear this condition.
Crippling Shot - On a successful attack roll with a firearm, spend a Trick to make the target Vulnerable. If the target took Severe damage, DM must spend an additional Fear to clear the condition.

Cover Fire - Make a Spellcast Roll (14)  against a target within your firearm range. On a success, spend a Trick and the target becomes temporarily Restrained. You may spend a Hope to temporarily Restrained an additional target within Close range of the original targets.

Tricky Shots: When you succeed in a Trick or spend a Trick after a success, you not only deal your firearm damage, if not already specify, but also bonus damage d4 based on your Tier to all targets. 

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Arcana domain icon Bone domain icon
Arcane Gunner

Trick Shooter

Specialization

Ployfur Shooter: You also know these Tricks: 

Flashbang - When you are targeted by an attack within Close range or you succeed in an attack against a target within Close range, spend a Trick to temporarily Blind them. While Blind, they have disadvantage on attack rolls and their vision is blurred till the condition is cleared.

Ricochet Shot - When you fail an attack roll against a target with Hope, you may spend a Trick to reroll the attack to have it hit a target within Close Range of the original target. 

Bullet Barrage - Spend 2 Tricks to make all adversaries within Close range of you make a Reaction Roll (15). On failures, targets take double your firearm damage and mark a Stress. On success, they take no damage and mark a Stress.

Quick Hands: When you do one trick, you may spend the price to do a second trick in combo with the first one.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Arcana domain icon Bone domain icon
Arcane Gunner

Trick Shooter

Mastery

Gunfu: You also know these tricks:

Called Shot! - Once per Rest, spend a Trick to describe your next attack of where it hits a target and how. As part of the attack roll, you can roll a d20 as your Hope Die. On a success, clear a Stress and you roll bonus d6s damage equal to your proficiency. 

Pump Them Full of Lead -Make a Spellcast Roll against all adversaries in front of you within your firearm range. On a success, spend any number of Tricks and force that many targets you succeeded against to make a Reaction Roll (15). Targets who succeed take 1 die tier up of your firearm instead of its normal damage. Targets who fail take 2 die tier up damage of your firearm and are temporarily Stunned. While Stunned, they can’t use reactions and can’t take any other actions until they clear this condition.

Trigger Happy: When you would roll for Tricks damage, you roll a 1d6+1 based on your tier (to a max of 4d6+4) instead of a 1d4 now.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Arcana domain icon Bone domain icon
Arcane Gunner

Phantom Hunter

Foundation

SPELLCAST TRAIT: Finesse

Muffled Enchantment: If you have the Hidden condition, your attacks don’t remove the Hidden condition unless the DM spends a Fear to do so due to your shots being silent and untraceable. If a creature marks a Hit Point from an Hidden attack, spend a Hope to temporarily Silence them. While Silence, they can’t make noise and can’t cast spells.

Critical Shot!: Choose a number between 1 and 12. If your Hope dice rolls on that number for an attack roll that succeeds, the damage for that attack is doubled. You can change this number when you take a long rest. 

Opportunist: When attacking while Hidden, you roll your attack with advantage. When you make any attack roll with advantage, you increase all damage die by 1 for your firearms and Showdown feature.  

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Arcana domain icon Bone domain icon
Arcane Gunner

Phantom Hunter

Specialization

Arcane Barrier: Spend 2 Hope to cast an arcane barrier that hugs your body, giving you +2 to your Evasion until the scene ends. When you would mark an Armor Slot, you can spend a Stress instead. If you take Severe Damage, it drops to Major Damage and the barrier shatters.

Phantom Mist: Do a Spellcast Roll (14). On a success, mark a Stress and you disappear from your current location as arcane mist to reform in a location within Close range that is out of sight of adversaries, becoming Hidden and you remain Hidden till your next action roll. You can even use this to get out and end the Restrained condition. 

Spectral Cloak: Mark a Stress to create a special cloak made of arcane that helps you camouflage to your surroundings. You have advantage in rolls to become Hidden and can hide in plain view of adversaries as long as they are Far range from you. You have this feature till you mark a Hit Point or until your next rest.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Arcana domain icon Bone domain icon
Arcane Gunner

Phantom Hunter

Mastery

Void Piercer: Make an attack roll with a firearm. On a success, mark a Stress and deal your firearm damage. The target also gains the Weak Point condition permanently. While a target is Weak Point, they gain -2 penalty to their Difficulty and are Vulnerable.

Good Under Pressure: When you have 3 or more Stress marked, you can choose a 2nd number for your Critical Shot! feature. 

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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