Feature: Call of the Grave
Your demeanor can suggest that something unnatural happened to you. When you want to, you can exude an air that subtly hints at your formerly deceased status. When this is in effect, normal people naturally tend to avert their gaze and consciously avoid acknowledging you. While you are in groups or public places, unless they are directly affected by your conduct or they have some duty to engage with you, most people prefer to let others deal with you. This might mean they fail to report (or claim they "didn't notice") minor criminal acts you commit to the city guard, or fail to challenge you when you are in a place they know you ought not to be. Unless it affects them directly or it's their job to deal with such things, they hope someone else takes care of it.
The effect is quite opposite on clerics of deities who deal with the dead, necromancers, and sentient undead. While others are inclined to look away, the attention of those comfortable with death is immediately drawn by your close connection to the grave.
This feature need not always be in effect, and you can choose to put on a mask of seeming normalcy and let your natural charisma shine through. On a deeper level, though, perhaps this unnaturalness is the "real" you.
Darkvision. You can see in dim light out to 60 feet as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
Glide. As long as you are conscious you have resistance against bludgeoning damage caused by falling.
Ambushing Instincts. You are proficient in the (Stealth) skill. In addition, you can take the Dash action as a bonus action.
Keen Ears. Whenever you make a Wisdom (Perception) check that relies on hearing, you are considered proficient in the Perception skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Near Sighted. You have disadvantage on all Wisdom (Perception) checks involving sight.
Sniper's Shot
Starting at 2nd level, once every long rest you may make a targeted shot at a specific part of the body with your Rifle. Each part has different effects as shown below. To fire at certain shot, the target must have at least one of the associated body part. This increases to twice every long rest at 8th level, and to three times every long rest at 14th level.
Head - DC 18 Dexterity check - Target takes an additional 1d10 piercing damage.
Hand - DC 15 Dexterity check - Target drops what they are holding in one hand, and cannot pick it up for 1 round.
Foot - DC 15 Dexterity check - Target's speed becomes 0 for 1 round.
Torso - DC 15 Dexterity check - Target must make a DC 15 Constitution Saving Throw or be Stunned for 1 round.
Rifle's Aim
At 3rd level, you choose an Aim. Choose between Aim of the Marksman, Aim of the Assassin, and Aim of the One, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th and 18th level. Additionally, you may select a Planar Barrel Upgrade from the list below.
Demonic Plane - Sign In Blood. You gain a quill of the same material as your rifle that can be manifested from your rifle as a bonus action. As an action you may make a melee attack against a target while speaking terms they must abide by. If they break these terms, you immediately know where they are, and that information updates every night at midnight for the next 3 nights. The target also takes 1d12 Necrotic damage when they break the terms, which manifests in a red mark of your choice that appears above their head for 3 days and nights. You may only have one person under terms at a time. You may use this only one time, and can use it again after one Long rest.
peridot finger screens
Features & Traits