REMOVA OS ANÚNCIOS!

Apoiando através de https://apoia.se/arddhu a partir do tier de Apoiador, você pode navegar na wiki sem anúncios e ainda colabora com o projeto!

Atirador/en: mudanças entre as edições

De Runarcana Wiki
Criou página com ''''Saving Throws''': Dexterity, Wisdom'
Sem resumo de edição
 
(43 revisões intermediárias por 3 usuários não estão sendo mostradas)
Linha 1: Linha 1:
<languages/>
<languages/>
<div id="mp-banner" class="MainPageBG mp-bordered" style="float: center; text-align: center">
{{versão|versnum=0.95}}
This article complies with '''version 0.94''' of [https://runarcana.org Runarcana RPG]
<div class="imgDesc">
[[Arquivo:{{#setmainimage:Classes-atirador-caitlyn.png}}|centro|class=shadeUp]]
{{#description2:Marksmen are masters of firearms, using them to devastating effect on the battlefield.}}
</div>
</div>
[[Categoria:0.94]]
[[Categoria:0.94]]
Linha 25: Linha 27:
Some say that magic made living beings different creatures, with powers and possibilities and clear power relationships, this may be true, but it is certain that the invention of firearms made them equal again.
Some say that magic made living beings different creatures, with powers and possibilities and clear power relationships, this may be true, but it is certain that the invention of firearms made them equal again.


<span id="Pólvora_e_Magia"></span>
== Gunpowder and Magic ==
== Gunpowder and Magic ==


Linha 37: Linha 40:
Magical firearms are among the rarest and most coveted weapons in all of Runeterra, usually giving immense power to those who wield them, in some places they are banned and in others they are desired, but the general rule is that everywhere they are feared.
Magical firearms are among the rarest and most coveted weapons in all of Runeterra, usually giving immense power to those who wield them, in some places they are banned and in others they are desired, but the general rule is that everywhere they are feared.


<span id="Atenção_Indesejada"></span>
== Unwanted Attention ==
== Unwanted Attention ==


Linha 49: Linha 53:
With the Noxian invasion that so devastated Ionia, some authorities began to import pieces, albeit clandestinely, from other regions, especially from Piltover, where scholars tried to reproduce their effects by making up for their lack of scientific ability with the abundance of existing magic.
With the Noxian invasion that so devastated Ionia, some authorities began to import pieces, albeit clandestinely, from other regions, especially from Piltover, where scholars tried to reproduce their effects by making up for their lack of scientific ability with the abundance of existing magic.


<span id="Criando_um_Atirador"></span>
== Creating a Marksman ==
== Creating a Marksman ==


Linha 55: Linha 60:
How did you get your first weapon? Were you creatively driven to create something even more powerful? Did you sell your soul to a demon to gain this knowledge? Maybe you just took revenge on an evildoer and took the weapon from the dead carcass.  
How did you get your first weapon? Were you creatively driven to create something even more powerful? Did you sell your soul to a demon to gain this knowledge? Maybe you just took revenge on an evildoer and took the weapon from the dead carcass.  


<span id="Construção_Rápida"></span>
==== Quick Build ====
==== Quick Build ====


Linha 60: Linha 66:




{| class="wikitable" style="text-align:center;margin:auto;"
{| class="purple shadeCenter" style="text-align:center; margin:auto;"
|- style="font-weight:bold; text-align:left;"
|+ The Marksman
! colspan="3" | The Marksman
! Level
|- style="font-weight:bold; text-align:left;"
! style="text-align:left;" | Characteristics
| style="text-align:center;" | Level
! Maximum Bravery
| Characteristics
| Maximum Bravery
|-
|-
| style="background-color:#CFE2F3;" | 1
| 1st
| style="background-color:#CFE2F3; text-align:left;" | Gunsmith, Astra, Trail
| style="text-align:left;" | Gunsmith, Astra, Trail, , Weapon Mastery
| style="background-color:#CFE2F3;" | -
| -
|-
|-
| 2
| 2nd
| style="text-align:left;" | Bravery, Ruse: Bravado
| style="text-align:left;" | Bravery, Ruse: Bravado
| 2
| 2
|-
|-
| style="background-color:#CFE2F3;" | 3
| 3rd
| style="background-color:#CFE2F3; text-align:left;" | Artisan Gunsmith, Trail Feature
| style="text-align:left;" | Artisan Gunsmith, Trail Feature
| style="background-color:#CFE2F3;" | 2
| 2
|-
|-
| 4
| 4th
| style="text-align:left;" | Enhancement
| style="text-align:left;" | Enhancement
| 3
| 3
|-
|-
| style="background-color:#CFE2F3;" | 5
| 5th
| style="background-color:#CFE2F3; text-align:left;" | Extra Attack, Ruse: Runic Shot
| style="text-align:left;" | Extra Attack, Ruse: Runic Shot
| style="background-color:#CFE2F3;" | 3
| 3
|-
|-
| 6
| 6th
| style="text-align:left;" | Trail Feature
| style="text-align:left;" | Trail Feature
| 4
| 4
|-
|-
| style="background-color:#CFE2F3;" | 7º
| 7th
| style="background-color:#CFE2F3; text-align:left;" | Gunpowder Baptism
| style="text-align:left;" | Gunpowder Baptism
| style="background-color:#CFE2F3;" | 4
| style="background-color:#CFE2F3;" | 4
|-
|-
| 8
| 8th
| style="text-align:left;" | Enhancement
| style="text-align:left;" | Enhancement
| 5
| 5
|-
|-
| style="background-color:#CFE2F3;" | 9
| 9th
| style="background-color:#CFE2F3; text-align:left;" | Evasion, Superior Bravado
| style="text-align:left;" | Evasion, Superior Bravado
| style="background-color:#CFE2F3;" | 5
| 5
|-
|-
| 10
| 10th
| style="text-align:left;" | Trail Feature
| style="text-align:left;" | Trail Feature
| 6
| 6
|-
|-
| style="background-color:#CFE2F3;" | 11
| 11th
| style="background-color:#CFE2F3; text-align:left;" | Ad Astra, Personal Talisman
| style="text-align:left;" | Ad Astra, Personal Talisman
| style="background-color:#CFE2F3;" | 6
| 6
|-
|-
| 12
| 12th
| style="text-align:left;" | Enhancement
| style="text-align:left;" | Enhancement
| 7
| 7
|-
|-
| style="background-color:#CFE2F3;" | 13º
| 13th
| style="background-color:#CFE2F3; text-align:left;" | Trail Feature
| style="text-align:left;" | Trail Feature
| style="background-color:#CFE2F3;" | 7
| 7
|-
|-
| 14
| 14th
| style="text-align:left;" | Astra et Umbra
| style="text-align:left;" | Astra et Umbra
| 8
| 8
|-
|-
| style="background-color:#CFE2F3;" | 15
| 15th
| style="background-color:#CFE2F3; text-align:left;" | Cheat Death
| style="text-align:left;" | Cheat Death
| style="background-color:#CFE2F3;" | 8
| 8
|-
|-
| 16
| 16th
| style="text-align:left;" | Enhancement
| style="text-align:left;" | Enhancement
| 9
| 9
|-
|-
| style="background-color:#CFE2F3;" | 17
| 17th
| style="background-color:#CFE2F3; text-align:left;" | Trail Feature
| style="text-align:left;" | Trail Feature
| style="background-color:#CFE2F3;" | 9
| 9
|-
|-
| 18
| 18th
| style="text-align:left;" | Well-connected
| style="text-align:left;" | Well-connected
| 10
| 10
|-
|-
| style="background-color:#CFE2F3;" | 19
| 19th
| style="background-color:#CFE2F3; text-align:left;" | Enhancement, Indomitable Bravery
| style="text-align:left;" | Enhancement, Indomitable Bravery
| style="background-color:#CFE2F3;" | 10
| 10
|-
|-
| 20
| 20th
| style="text-align:left;" | Trail Feature
| style="text-align:left;" | Trail Feature
| 12
| 12
Linha 152: Linha 156:
As a Marksman, you gain the following class features.  
As a Marksman, you gain the following class features.  


<span id="Pontos_de_Vida"></span>
== Hit Points ==
== Hit Points ==


Linha 160: Linha 165:
'''Hit Points at Higher Levels''': 1d8 (or 5) + your Constitution modifier per marksman level after 1st
'''Hit Points at Higher Levels''': 1d8 (or 5) + your Constitution modifier per marksman level after 1st


<span id="Proficiências"></span>
== Proficiencies ==
== Proficiencies ==


Linha 172: Linha 178:
'''Skills''': Choose two from Acrobatics, Intuition, Medicine, Perception, Sleight of Hand, Stealth, Technology and Survival.
'''Skills''': Choose two from Acrobatics, Intuition, Medicine, Perception, Sleight of Hand, Stealth, Technology and Survival.


<span id="Equipamento"></span>
== Equipment ==
== Equipment ==


You start with the following equipment, in addition to the equipment granted by your past:  
You start with the following equipment, in addition to the equipment granted by your past:  


* (a) a flintlock pistol (b) a musket or (c) a carbine or (d) a hand cannon
* a Tier 1 firearm
* (a) leather armor or (b) a simple melee weapon
* (a) leather armor or (b) a simple melee weapon
* (a) an explorer set or (b) an adventurer set
* (a) an explorer set or (b) an adventurer set
* Gunsmith tools and 30 rounds of starting class firearm
* Gunsmith tools and 30 rounds of ammunition for the initial firearm


<span id="Armeiro"></span>
== Gunsmith ==
== Gunsmith ==


Linha 199: Linha 207:
An Astra doesn't work in the hand of someone other than a Marksman. If it is away from its bearer for more than a day, it loses its enchantment and can only function as a common firearm again if a gunsmith repairs it. If a Marksman finds it, and it has not been modified back into a normal weapon, he can make it an Astra again as a bonus action. Starting at 7th level, you are able to reload any Firearm in your lane style as a bonus action.
An Astra doesn't work in the hand of someone other than a Marksman. If it is away from its bearer for more than a day, it loses its enchantment and can only function as a common firearm again if a gunsmith repairs it. If a Marksman finds it, and it has not been modified back into a normal weapon, he can make it an Astra again as a bonus action. Starting at 7th level, you are able to reload any Firearm in your lane style as a bonus action.


==Weapon Mastery==
Your weapon training allows you to use the Weapon Mastery property by choosing between Simple Weapons and Firearms with which you are proficient. You can choose up to 2 weapons, and you can exchange a weapon mastery you have for another weapon you can master during a full rest.
<span id="Trilha"></span>
== Trail ==
== Trail ==


At 1st level, you must choose a Path, it reflects your choice of style, how you use your resources and is what separates a newbie with a gun from a legendary marksman. Choose from one of the following Paths: the Path of Atrnach, the Path of Desperado, the Path of Ravasz, or the Path of Vanator, all described at the end of this class.
At 1st level, you must choose a Path, it reflects your choice of style, how you use your resources and is what separates a newbie with a gun from a legendary marksman. Choose from one of the following Paths: the Path of Atrnach, the Path of Desperado, the Path of Ravasz, or the Path of Vanator, all described at the end of this class.


<span id="Bravura"></span>
== Bravery ==
== Bravery ==


Linha 216: Linha 229:
<div style="text-align:center;">'''Tricks Shot DC''' = 8 + your proficiency bonus + your Dexterity modifier</div>
<div style="text-align:center;">'''Tricks Shot DC''' = 8 + your proficiency bonus + your Dexterity modifier</div>


<span id="Ardil:_Bravata"></span>
== Ruse: Bravado ==
== Ruse: Bravado ==


At level 2, when making an attack with a firearm, you can perform this Ruse. You can spend a number of Bravery points to receive a bonus to your attack roll and damage equal to the Bravery points spent.  
At level 2, when making an attack with a firearm, you can perform this Ruse. You can spend a number of Bravery points to receive a bonus to your attack roll and damage equal to the Bravery points spent.  


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
== Artisan Gunsmith ==
== Armeiro Artesão ==
At the 3rd level of Marksman, you receive Specialization with the Gunsmith Craft and also the second level in this Craft, exceeding the standard Craft level limit. Your evolution in this Office happens again at the 7th level of Marksman, when you receive the third level of the Craft, again at the 11th, 15th and 18th levels of Marksman, when you receive respectively the 4th, 5th and 6th level of the Craft.
No 3º nível de Atirador, você recebe Especialização com o Ofício de Armeiro e também o segundo nível neste Ofício, ultrapassando o limite padrão de níveis de Ofícios. Sua evolução nesse Ofício acontece novamente no 7º nível de Atirador, quando você recebe o terceiro nível do Ofício, novamente no 11º, 15º e 18º níveis de Atirador, quando você recebe respectivamente o 4º, 5º e 6º nível no Ofício.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Aprimoramento"></span>
== Aprimoramento ==
== Enhancement ==
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
When you reach 4th level and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2 or you can increase two ability scores of your choice by 1. By default , you cannot raise an ability score above 20 with this trait. Alternatively, you can choose one of the General Enhancements from Chapter 5: Customization - Enhancements.
Quando você atinge o 4º nível e novamente no 8º, 12º, 16º e 19º níveis, você pode aumentar um valor de atributo, à sua escolha, em 2 ou você pode aumentar dois valores de atributo, à sua escolha, em 1. Como padrão, você não pode elevar um valor de atributo acima de 20 com essa característica. Alternativamente, você pode escolher um dos Aprimoramentos Gerais do Capítulo 5: Personalização - Aprimoramentos.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Ataque_Extra"></span>
== Ataque Extra ==
== Extra Attack ==
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
When you reach 5th level you can attack twice, instead of once, whenever you take the Attack action on your turn.
Ao alcançar o 5º nível você pode atacar duas vezes, ao invés de uma, sempre que você realizar a ação de Ataque no seu turno.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Ardil:_Disparo_Rúnico"></span>
== Ardil: Disparo Rúnico ==
== Ruse: Runic Shot ==
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Starting at 5th Level, you can concentrate your runic energy to use this Ruse, firing a shot at a specific region of the opponent's body, as long as the opponent has the region you wish to target. When attacking with your Astra, you can spend 1 Bravery point to add an additional effect based on the region targeted.
Começando no 5º Nível, você pode concentrar sua energia rúnica para utilizar esse Ardil, fazendo um disparo contra uma região específica do corpo do adversário, contanto que o adversário tenha a região que você deseja mirar. Ao atacar com a sua Astra, você pode gastar 1 ponto de Bravura para acrescentar um efeito adicional baseado na região mirada.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
* '''Arm'''. If it hits, the target must make a Strength saving throw. On a failure, the target will drop the item it is holding.
* '''Braço'''. Caso atinja, o alvo deve realizar uma salvaguarda de Força. Em uma falha, o alvo deixará cair o item que segura.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
* '''Head'''. If it hits, the target must perform a Constitution save. On a failure, the target has disadvantage on attack rolls until the start of its next turn.
* '''Cabeça'''. Caso atinja, o alvo deve realizar uma salvaguarda de Constituição. Em uma falha, o alvo terá desvantagem em jogadas de ataques até o início de seu próximo turno.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
* '''Leg'''. If it hits, the target must make a Strength saving throw. On a failure, the target will be Prone. (This shot does not affect flying or gliding creatures.)
* '''Perna'''. Caso atinja, o alvo deve realizar uma salvaguarda de Força. Em uma falha, o alvo ficará Caído. (Esse disparo não afeta criaturas voando ou planando).
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
* '''Torso'''. If it hits, the target must perform a Constitution save. On a failure, the target has disadvantage on saving throws and Strength and Dexterity checks until the start of its next turn.
* '''Torso'''. Caso atinja, o alvo deve realizar uma salvaguarda de Constituição. Em uma falha, o alvo terá desvantagem em salvaguardas e testes de Força e Destreza até o início de seu próximo turno.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
* '''Asa'''. If it hits, the target must perform a Constitution save. On a fail, the target will fall 60 feet taking fall damage if necessary. Creatures of Huge size or larger automatically succeed on this saving throw.
* '''Asa'''. Caso atinja, o alvo deve realizar uma salvaguarda de Constituição. Em uma falha, o alvo cairá 60 pés recebendo dano de queda caso necessário. Criaturas de tamanho Enorme ou maior automaticamente tem sucesso nessa salvaguarda.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Batismo_da_Pólvora"></span>
== Batismo da Pólvora ==
== Gunpowder Baptism ==
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
At 7th level, you have studied the functioning of firearms so much that their mechanisms no longer have any secrets for you. Any firearm you use has its error reduced by 1. Additionally, weapons modified by you have its error reduced by 1 as long as they are not disadvantaged due to lack of maintenance and your Astra can have a second improvement of the Alloy or Barrel type.
No 7º nível, você estudou tanto o funcionamento das armas de fogo que seus mecanismos não tem mais segredos para você. Qualquer arma de fogo que você utilize tem seu erro reduzido em 1. Adicionalmente, armas modificadas por você tem seu erro reduzido em 1 enquanto não estiverem com desvantagem por falta de manutenção e sua Astra pode ter uma segunda melhoria do tipo Liga ou Cano.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Bravata_Superior"></span>
== Bravata Superior ==
== Superior Bravado ==
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Upon reaching level 9, when you use the Bravado characteristic, if you hit the attack, you recover half of the Bravery points spent and the damage caused by the characteristic is doubled.
Ao atingir o nível 9, quando você usa a característica Bravata, caso atinja o ataque, você recupera metade dos pontos de Bravura gastos e o dano causado pela característica é dobrado.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Evasão"></span>
== Evasão ==
== Evasion ==
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Also at 9th level, you can nimbly dodge certain area effects, such as the flaming breath of a hellish dragon or a spell ''[[Tempestade Glacial/en|glacial storm]]''. When you are targeted by an effect that requires a Dexterity saving throw to take half damage, you take no damage if it succeeds, and only half damage if it fails.
Também no 9º nível, você pode esquivar-se agilmente de certos efeitos em área, como o sopro flamejante de um dragão infernal ou uma magia ''[[Tempestade Glacial | tempestade glacial]]''. Quando você for alvo de um efeito que exija uma salvaguarda de Destreza para sofrer metade do dano, você não sofre dano algum se passar, e somente metade do dano se falhar.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
== Ad Astra ==
== Ad Astra ==
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
At level 11, you acquire special knowledge of the Astra, being able to turn an additional weapon into an Astra and being able to use magical firearms like your Astra. The damage caused by your Astras is now considered magical.
No nível 11, você adquire um conhecimento especial da Astra, podendo tornar uma arma adicional em uma Astra e passa a poder utilizar armas de fogo mágicas como sua Astra. O dano causado por suas Astras passam a ser considerados mágicos.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Talismãs_Pessoais"></span>
== Talismãs Pessoais ==
== Personal Talismans ==
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Starting at 11th level, you can choose one of the following items as a Personal Talisman. Your chosen item grants you a unique bonus detailed below. If your talisman is destroyed or lost, you can choose another object that is similar to the previous one after a short rest with it, as if you were attuning to a magical item by transforming it into a talisman.
Começando no 11º nível, você pode escolher um dos seguintes itens como Talismã Pessoal. O seu item escolhido garante a você um bônus único detalhado abaixo. Se o seu talismã é destruído ou perdido, você pode escolher outro objeto que seja similar ao anterior, após um descanso curto com ele, como se estivesse sintonizando com um item mágico transformando-o em um talismã.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
'''''Acrobatic Brigantine (Desperado Only)'''''. The toll of rolling, ducking, dodging can be hard on the body. With this Brigantine you gain more mobility and stability to dodge. While you use the Acrobatic Brigantine you can add your Dexterity modifier to the reduction of your Dodge Roll trait.
'''''Brigantina Acrobática (Apenas Desperado)'''''. O preço de rolar, abaixar, esquivar pode ser pesado para o corpo. Com essa Brigantina você ganha mais mobilidade e estabilidade para se esquivar. Enquanto você usar a Brigantina Acrobática você pode adicionar seu modificador de Destreza à redução de sua característica Rolagem de Esquiva.
</div>




<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
'''''Marksman Cape'''''. While wearing this cape, you have advantage on Stealth rolls, if you have proficiency with this skill, you receive specialty.
'''''Capa de Atirador'''''. Enquanto vestir essa capa, você possui vantagem em jogadas de Furtividade, caso você possua proficiência com essa perícia, você recebe especialidade.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
'''''Lucky Hat'''''. He's been with you since the beginning, and no matter how many times you lose him, he always seems to find his way back to you. When you are hit by an attack, you can use your reaction to turn that attack into a miss. You can do this a number of times equal to half your long rest proficiency bonus.
'''''Chapéu da Sorte'''''. Ele está com você desde o começo, e não importa quantas vezes você o perca, ele parece sempre encontrar o caminho de volta para você. Quando você é atingido por um ataque, você pode usar sua reação para transformar esse ataque em um erro. Você pode fazer isso um número de vezes igual a metade do seu bônus de proficiência por descanso longo.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
'''''Quality Cigar'''''. No matter where you draw it, this cigar always gives you a calm moment of reflection. As an action, you can draw your Quality Cigar and recover half of your Wisdom modifier in Bravery points. You can do this a number of times equal to half your long rest proficiency bonus.
'''''Charuto de Qualidade'''''. Não importa onde você o saque, esse charuto sempre te dá um momento calmo de reflexão. Utilizando uma ação, você pode sacar seu Charuto de Qualidade e recuperar metade do seu modificador de Sabedoria em pontos de Bravura. Você pode fazer isso um número de vezes igual a metade do seu bônus de proficiência por descanso longo.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
'''''Tinker Glasses'''''. The body shop always keeps you up late, and this pair of glasses is the tinker's best friend. While you use it, you have 60 feet of darkvision, you are also immune to the Blinded condition, and you have advantage on rolls with your Gunsmith Craft. Additionally, a number of times equal to half your long rest proficiency bonus, you can activate the goggles to see in magical darkness for 10 minutes.
'''''Óculos de Funileiro'''''. A funilaria sempre te mantém acordado até tarde, e esse par de óculos é o melhor amigo do funileiro. Enquanto você o usa, você possui 60 pés de visão no escuro, você também está imune à condição Cego e tem vantagem em jogadas com seu Ofício de Armeiro. Adicionalmente, um número de vezes igual a metade do seu bônus de proficiência por descanso longo, você pode ativar o óculos para enxergar em escuridão mágica por 10 minutos.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
'''''Buttstock Extender (Ravasz Only)'''''. Having an extra resource is always useful, this stock extender allows you to store a spell in it, being able to fire it along with any attack action. To do this, you need to cast one of your spells and place it in the prolonger, spending mana points normally. This process takes one hour to complete. Stored magic dissipates after 24 hours or when cast. You can only store one spell at a time. The maximum level of spell that can be stored is a Cantrip at level 11, a 1st-level spell at level 13, a 2nd-level spell at level 15, and a 3rd-level spell at level 19.
'''''Prolongador de Coronha (Apenas Ravasz)'''''. Contar com um recurso a mais é sempre útil, esse prolongador de Coronha permite que você armazene uma magia nele, podendo dispará-la junto a qualquer ação de ataque. Para isso você precisa conjurar uma de suas magias e colocá-la no prolongador, gastando pontos de mana normalmente. Esse processo leva uma hora para ser realizado. A magia armazenada se dissipa após 24 horas ou até que seja utilizada. Você pode armazenar apenas uma magia por vez. O nível máximo da magia que pode ser armazenada é um Truque no nível 11, uma magia de 1º nível no nível 13, uma magia de 2º nível no nível 15 e uma magia de 3º nível no nível 19.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
'''''Rambelt (Vanator Only)'''''. You never leave home without carrying enough ammunition for an army. This high-capacity leather sling carries it all for you. While you use the Rambelt, you are able to make modified ammunition (consuming its normal value) using an action. You can do this a number of times equal to your Wisdom modifier (minimum of 1) per long rest.
'''''Ramboleira (Apenas Vanator)'''''. Você nunca sai de casa sem carregar uma quantidade de munição suficiente para um exército. Essa bandoleira de couro de alta capacidade carrega tudo para você. Enquanto você usa a Ramboleira, você é capaz de fazer uma munição modificada (consumindo o valor normal da mesma) utilizando uma ação. Você pode fazer isso um número de vezes igual ao seu modificador de Sabedoria (mínimo de 1) por descanso longo.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
'''''Comfortable Overcoat'''''. This old, worn overcoat has been his constant companion. Full of holes, torn in some places and never cleaned, it is just like you in many ways. While you wear your Comfortable Overcoat, you never make an ability check or saving throw with disadvantage.
'''''Sobretudo Confortável'''''. Esse sobretudo velho e gasto tem sido sua companhia constante. Cheio de furos, rasgado em alguns lugares e jamais limpo, é igual a você em diversas formas. Enquanto você usa seu Sobretudo Confortável, você jamais faz um teste de atributo ou salvaguarda com desvantagem.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
== Astra et Umbra ==
== Astra et Umbra ==
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Starting at 14th level, you are able to extract the full potential of your Astras. You receive +1 on attack rolls made with them and the damage of your Astras increases by one category on the damage scale.
A partir do 14º nível, você é capaz de extrair o potencial pleno de suas Astras. Você recebe +1 em jogadas de ataques feitos com elas e o dano de suas Astras aumenta em uma categoria na escala de dano.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Enganar_a_Morte"></span>
== Enganar a Morte ==
== Cheat Death ==
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
At 15th level, when receiving an attack that would reduce you to 0 hit points but not kill you instantly, you can use your reaction and spend 2 Bravery points to have 1 hit point instead. If you use this feature again before taking a long rest, you must spend 3 additional Bravery points for each new use.
No 15º nível, ao receber um ataque que o reduziria a 0 pontos de vida, mas não o mate instantaneamente, você pode usar sua reação e gastar 2 pontos de Bravura ficar com 1 ponto de vida ao invés disso. Caso você utilize essa característica novamente antes de realizar um descanso longo, você deve gastar 3 pontos de Bravura adicionais para cada nova utilização.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Costas_Quentes"></span>
== Costas Quentes ==
== Well-connected ==
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Starting at 18th level, some might swear you've received the Lady of Fortune's blessing. Before performing a save, you can choose to automatically succeed. You can use this feature a number of times equal to half your Wisdom modifier (minimum of 1) per long rest.
Começando no 18º nível, alguns podem jurar que você recebeu a bênção da Dama da Fortuna. Antes de realizar uma salvaguarda, você pode optar por ter sucesso automaticamente. Você pode utilizar essa característica um número de vezes igual a metade do seu modificador de Sabedoria (mínimo de 1) por descanso longo.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Bravura_Indômita"></span>
== Bravura Indômita ==
== Indomitable Bravery ==
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
At 19th level, whenever you would regain 1 point of Bravery, you regain 2 points instead.
No 19º nível, sempre que você recuperaria 1 ponto de Bravura, você recupera 2 pontos ao invés disso.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
= Trails =
= Trilhas =
Marksman tend to be solitary, rarely forming pairs, let alone larger groups. For this reason, they end up having Trails, paths made intuitively that relate to the way they see the world and the skills necessary for their survival.
Atiradores costumam ser solitários, raramente se associando em duplas quanto mais em grupos maiores. Por esse motivo, acabam tendo Trilhas, caminhos feitos de forma intuitiva que se relacionam com a forma como encaram o mundo e as habilidades necessárias para sua sobrevivência.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Trilha_do_Atrnach"></span>
== Trilha do Atrnach ==
== Atrnach Trail ==
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Atrnach pushes its luck and laughs in the face of danger, fighting dangerously and always facing deadly situations face to face. Unlike other marksman who use their agility to avoid hand-to-hand combat, Atrnach seeks out these situations to surprise enemies.
O Atrnach abusa da sorte e ri na cara do perigo, lutando de forma perigosa e sempre encarando situações mortais frente a frente. Diferente de outros atiradores que se valem de sua agilidade para evitar combates corpo a corpo, o Atrnach busca essas situações para surpreender os inimigos.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Estilo_Atrnach"></span>
=== Estilo Atrnach ===
=== Atrnach Style ===
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
When you choose this path at 1st level, you also choose a signature style from the following and your starting firearm has capacity increased by 1. Your Astra should always be your signature style weapon:
Ao escolher essa trilha no 1º nível, você escolhe também um estilo de assinatura entre os seguintes e sua arma de fogo inicial tem capacidade aumentada em 1. Sua Astra deve sempre ser a sua arma de estilo:
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
* '''Medium Weapons'''. When you choose this style, when you use weapons with the Scatter property on creatures within 5 feet of you, you add half your proficiency bonus to the damage dealt.
* '''Armas Médias'''. Ao escolher esse estilo, quando você utiliza armas com a propriedade Dispersão em criaturas a 5 pés de você, você adiciona metade de seu bônus de proficiência ao dano causado.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
* '''Bayonet'''. When you choose this style, you gain proficiency with Bayonets, the “Improper” feature does not apply to your use of these weapons, and you add your Proficiency bonus to critical damage on melee attacks. When attacking with your blade part you can choose between using your Strength or Dexterity, but when attacking with the gun part you must use Dexterity.
* '''Baioneta'''. Ao escolher esse estilo, você recebe proficiência com Baionetas, a característica “Imprópria” não se aplica ao seu uso dessas armas e você adiciona seu bônus de Proficiência ao dano crítico em ataques corpo a corpo. Ao atacar com sua parte de lâmina você pode escolher entre usar sua Força ou Destreza, mas ao atacar com a parte da arma de fogo, você deve usar Destreza.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Encarando_o_Perigo"></span>
=== Encarando o Perigo ===
=== Facing Danger ===
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
At 1st level, you understand your instinct that helps you confront danger. You can take a Dash action as a bonus action, reducing an amount equal to your Wisdom modifier from all damage taken until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus per short or long rest. When you reach 2nd level, you can spend 1 bravery point for additional uses of this feature.
No 1º nível, você entende seu instinto que ajuda a confrontar o perigo. Você pode fazer uma ação de Disparada com uma ação bônus, reduzindo um valor igual ao seu modificador de Sabedoria de todo dano recebido até o início de seu próximo turno. Você pode usar essa característica um número de vezes igual ao seu bônus de proficiência por descanso curto ou longo. Ao alcançar o 2º nível, você pode gastar 1 ponto de bravura para usos adicionais dessa característica.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Additionally, you gain proficiency with medium armor, and while you use firearms, the Dexterity limiter on that armor's AC increases to a value equal to your Wisdom modifier (minimum of 0).
Além disso, você recebe proficiência com armaduras médias e, enquanto você utiliza armas de fogo, o limitador de Destreza na CA dessas armaduras aumenta para um valor igual ao seu modificador de Sabedoria (mínimo de 0).
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Vivendo_o_Perigo"></span>
=== Vivendo o Perigo ===
=== Living in Danger ===
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
At 3rd level, living is dangerous enough, and you understand the risks. Once per round you can spend a Bravery point to reroll a failed attack, you must use the new value gained. Additionally, you now add your maximum bravery to your maximum hit points.
No 3º nível, viver já é perigoso o bastante, e você entende os riscos. Uma vez por rodada você pode gastar um ponto de Bravura para rolar novamente um ataque que tenha falhado, você deve usar o novo valor obtido. Adicionalmente, você passa a adicionar seu máximo de bravura aos seus pontos de vida máximos.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Furthermore, when using an Astra that has the dispersion or explosive property, you are able to control the area of effect, which can reduce the chances of hitting allies. Creatures you choose in the area of effect take the necessary saving throw to avoid damage with advantage and add a bonus equal to your Wisdom modifier to the roll.
Além disso, ao usar uma Astra que tenha a propriedade dispersão ou explosivo, você é capaz de controlar a área de efeito, podendo diminuir as chances de acertar aliados. Criaturas que você escolher na área de efeito fazem a salvaguarda necessária para evitar o dano com vantagem e somam um bônus igual ao seu modificador de Sabedoria à rolagem.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
At level 6, this bonus is doubled and at level 12 it is quadrupled. If successful, they receive no damage, if failed, they only receive half the damage caused.
No nível 6, esse bônus é dobrado e no nível 12 quadruplicado. Em caso de sucesso, elas não recebem dano algum, em caso de falha, recebem apenas metade do dano causado.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Cara_a_Tapa"></span>
=== Cara a Tapa ===
=== Face to Slap ===
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
At 6th level, you learn that you make your luck. Using a bonus action, you can spend Bravery points to add 1d8 + your Marksman level in temporary hit points for every 2 Bravery points spent. Additionally, you receive an upgrade based on your style:
No 6º nível, você aprende que é você quem faz a sua sorte. Utilizando uma ação bônus, você pode gastar pontos de Bravura para adicionar 1d8 + seu nível de Atirador em pontos de vida temporários para cada 2 pontos de bravura gastos. Adicionalmente, você recebe um aprimoramento baseado em seu estilo:
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
* '''Medium Weapons'''. Your attacks with your Astra, with the Dispersion property, now cause additional damage equal to your proficiency bonus.
* '''Armas Médias'''. Seus ataques com sua Astra, com a propriedade Dispersão, passam a causar dano adicional igual ao seu bônus de proficiência.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
* '''Bayonet'''. Your melee attacks with the Bayonet can now cause blade and shot damage in normal attacks, not just critical hits. You must declare that the attack is being made with both parts of the weapon, consuming ammunition normally.
* '''Baioneta'''. Seus ataques corpo a corpo com a Baioneta passam a poder causar o dano da parte de lâmina e de disparo em ataques normais, não apenas em acertos críticos. Você deve declarar que o ataque está sendo feito com as duas partes da arma, consumindo munição normalmente.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Tudo_ou_Nada"></span>
=== Tudo ou Nada ===
=== All In ===
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Starting at 10th level, you understand that whoever is in the rain is supposed to get wet. Once per round, when attacking with your Astra, if you are successful, you can spend 3 Bravery points for the attack to be considered a critical hit with its dice multiplier increased by 1 (this attack does not recover Bravery points) , when you do this your AC decreases by 2 until the end of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) per long rest.  
Começando no 10º nível, você entende que quem ta na chuva é pra se molhar. Uma vez por rodada, ao atacar com sua Astra, caso você seja bem sucedido, você pode gastar 3 pontos de bravura para que o ataque seja considerado um acerto crítico com seu multiplicador de dados aumentado em 1 (esse ataque não recupera pontos de Bravura), ao fazer isso sua CA diminui em 2 até o final do seu próximo turno. Você pode usar essa característica um número de vezes igual ao seu modificador de Sabedoria (mínimo de 1) por descanso longo.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
When you reach 13th level, you can make additional uses of this feature by spending 4 bravery points. Additionally, when you roll a natural 20, you can make a new attack.
Ao alcançar o 13º nível, você pode realizar usos adicionais dessa característica gastando 4 pontos de bravura. Adicionalmente, ao rolar um 20 natural, você pode fazer um novo ataque.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="De_Raspão"></span>
=== De Raspão ===
=== Scratch ===
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Starting at 13th level, your body is already so traumatized that it appears to move on its own to avoid harm. When you are the target of a successful attack, you can spend 3 Bravery points and negate the attack before the damage is rolled. You can do this a number of times equal to half your long rest proficiency bonus.
Começando no 13º nível, seu corpo já está tão traumatizado que parece se mover sozinho para evitar danos. Ao ser alvo de um ataque bem sucedido, você pode gastar 3 pontos de Bravura e negar o ataque antes do dano ser rolado. Você pode fazer isso um número de vezes igual a metade do seu bônus de proficiência por descanso longo.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Eu_Sou_o_Perigo"></span>
=== Eu Sou o Perigo ===
=== I Am Danger ===
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
At 17th level, you achieve a supernatural ability to survive deadly situations. Once per long rest, you have advantage on death saving throws. Once stabilized, you cannot use this feature again until you complete a long rest.
No 17º nível, você alcança uma habilidade sobrenatural em sobreviver a situações mortais. Uma vez por descanso longo, você possui vantagem em salvaguardas contra a morte. Ao estabilizar, você não pode usar essa característica novamente até completar um descanso longo.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Cadáver_à_Caminho"></span>
=== Cadáver à Caminho ===
=== Deadman Walking ===
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Once you reach 20th level, your opponents are dead, they just need to be reminded of it. You gain +4 to your Dexterity or Wisdom score of your choice, up to a maximum of 24. Additionally, you gain the greatest enhancement to your combat style:
Ao alcançar o 20º nível, seus oponentes estão mortos, só precisam ser lembrados disso. Você recebe +4 em seu valor de Destreza ou Sabedoria à sua escolha, até o máximo de 24. Adicionalmente, você recebe o maior aprimoramento de seu estilo de combate:
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
* '''Medium Weapons'''. Once per round when hitting a target within 5 feet of you with a firearm, you can spend 5 bravery points to cause the attack to count as a critical hit with its dice multiplier increased by 2 and deal your Marksman level as additional damage (this additional damage is not multiplied by the critical hit). If you roll a natural 20 on this hit, the multiplier increases by 3 instead of 2.
* '''Armas Médias'''. Uma vez por rodada ao atingir um alvo que esteja a até 5 pés de você com uma arma de fogo, você pode gastar 5 pontos de bravura para fazer com que o ataque seja considerado um acerto crítico com seu multiplicador de dados aumentado em 2 e cause seu nível de Atirador como dano adicional (esse dano adicional não é multiplicado pelo acerto crítico). Caso você role um 20 natural nesse acerto o multiplicador aumenta em 3 ao invés de 2.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
* '''Bayonet'''. Every time you enter combat, your runic power acts on your entire nervous system, causing you to have a different perception of time, which seems to run more slowly. You can make up to 4 firearm attacks in a turn, for each attack that hits a different creature that turn, you deal your Marksman level as additional damage.
* '''Baioneta'''. Toda vez que você entra em combate seu poder rúnico atua em todo seu sistema nervoso, fazendo com que você tenha uma percepção diferente do tempo que parece correr mais vagarosamente. Você pode realizar até 4 ataques com arma de fogo em um turno, para cada ataque que atinja uma criatura diferente nesse turno, você causa seu nível de Atirador como dano adicional.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Trilha_do_Desperado"></span>
== Trilha do Desperado ==
== Desperado Trail ==
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
The Desperado fights with skill, cunning, and a quick trigger. In constant movement, his reflexes are superior, shaped to dodge fast shots through a strange premonition.
O Desperado luta com habilidade, astúcia e um gatilho rápido. Em movimento constante, seus reflexos são superiores, moldados para esquivar de disparos velozes através de uma estranha premonição.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Estilo_Desperado"></span>
=== Estilo Desperado ===
=== Desperado Style ===
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
When choosing this path at 1st level, you also choose a signature style from the following and your starting firearm has capacity increased by 1 (both your weapons, if you choose Akimbo). Your Astra should always be your style weapon:
Ao escolher essa trilha no 1º nível, você escolhe também um estilo de assinatura entre os seguintes e sua arma de fogo inicial tem capacidade aumentada em 1 (suas duas armas, caso escolha Akimbo). Sua Astra deve sempre ser a sua arma de estilo:
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
* '''Short Weapons'''. Applies to light firearms, you learn to use them masterfully using your second hand as support, increasing accuracy. When using a short firearm, you gain half your proficiency bonus to attack and damage rolls with those weapons.
* '''Armas Curtas'''. Se aplica a armas de fogo leves, você aprende a usá-las com maestria utilizando a segunda mão como apoio aumentando a precisão. Ao usar uma arma de fogo curta, você ganha metade do seu bônus de proficiência para jogadas de ataque e dano com essas armas.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
* '''Akimbo'''. Applies to light firearms, you use one in each of your two hands. You can use a bonus action to Attack with a light firearm. You can perform Astra's ritual on your second weapon, but it only receives half of Astra's proficiency bonus to damage.
* '''Akimbo'''. Se aplica a armas de fogo leves, você utiliza uma em cada uma de suas duas mãos. Você pode utilizar uma ação bônus para Atacar com uma arma de fogo leve. Você pode executar o ritual da Astra em sua segunda arma, mas ela recebe apenas metade do bônus de proficiência da Astra no dano.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Duelista"></span>
=== Duelista ===
=== Duelist ===  
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
At 1st level, you understand the principles behind duels, knowing well how to avoid being hit. If you are not wearing any armor, when you take a Dash action you gain half your proficiency bonus as a bonus to your AC until the start of your next turn, an additional 10 feet of movement until the end of this turn, and an additional 5 feet of additional movement until the end of your next turn. Using this feature repeatedly only resets the bonus to +10, it does not stack.
No 1º nível, você entende os princípios por trás dos duelos, sabendo muito bem como evitar ser acertado. Caso não esteja vestindo nenhuma armadura, ao realizar uma ação de Disparada você recebe metade do seu bônus de proficiência como bônus em sua CA até o início de seu próximo turno, 10 pés de deslocamento adicional até o final deste turno, e 5 pés de deslocamento adicional até o final de seu próximo turno. Usar essa característica repetidas vezes apenas reinicia o bônus para +10, não se acumulando.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Also at 1st level, when not wearing any armor or wielding a shield, you gain '''Unarmored Defense''', your Armor Class will be 10 + your Dexterity modifier + your Wisdom modifier.
Também no 1º nível, quando não estiver vestindo nenhuma armadura nem empunhando um escudo, você recebe '''Defesa sem Armadura''', sua Classe de Armadura será 10 + seu modificador de Destreza + seu modificador de Sabedoria.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Reflexos_Rápidos"></span>
=== Reflexos Rápidos ===
=== Quick Reflexes ===
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
From the 3rd level on this path, your body responds automatically to the presence of danger. You gain 10 feet of additional movement while you are unarmored or wearing light armor. Additionally, you can take the Dash or Disengage action as a bonus action.
A partir do 3º nível nessa trilha, seu organismo responde de forma automática à presença do perigo. Você recebe 10 pés de deslocamento adicional, enquanto você está sem armadura ou usando armadura leve. Adicionalmente, você pode realizar a ação de Disparada ou Desengajar como ação bônus.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Saque_Rápido"></span>
=== Saque Rápido ===
=== Quick Draw ===
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
At 6th level, you have learned to keep your eyes open on your surroundings and your hand close to your weapon. You add your proficiency bonus to initiative rolls. When surprised, you can spend a Bravery point to make a single attack with a one-handed firearm.
No 6º nível, você aprendeu a manter os olhos bem abertos nos arredores e a mão bem próxima de sua arma. Você adiciona seu bônus de proficiência a jogadas de iniciativa. Ao ser surpreendido, você pode gastar um ponto de Bravura para fazer um ataque único com uma arma de fogo de uma mão.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Additionally, you can spend a number of Bravery points equal to the number of attacks you can make in a turn, to give an '''Overload''' of runic energy to your Astra or Astra pair, taking them beyond their its limits. During a round, all your attacks that land are considered critical hits, at the end of that round, the overloaded weapons break. Criticals caused by the use of this characteristic do not recover Bravery points.
Adicionalmente, você pode gastar um número de pontos de Bravura igual ao número de ataques que você pode fazer em um turno, para dar uma '''Sobrecarga''' de energia rúnica em sua Astra ou par de Astra, levando-as além dos seus limites. Durante uma rodada todos os seus ataques que atingirem são considerados acertos críticos, ao término dessa rodada, as armas sobrecarregadas se quebram. Críticos causados pelo uso dessa característica não recuperam pontos de Bravura.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Upon reaching the 11th level, instead of being broken, the weapon becomes unusable until maintenance is carried out, which takes one hour.
Ao alcançar o 11º nível, ao invés de quebrada a arma fica inutilizada até que seja feita uma manutenção que demora uma hora.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Rolagem_de_Esquiva"></span>
=== Rolagem de Esquiva ===
=== Dodge Roll ===
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Starting at 10th level, you have learned to dodge ranged attacks. As long as you are on the ground and are hit by an attack from a source you can see beyond 10 feet of you, you can use your reaction to dodge, you must do this before you know the amount of damage taken. When you do this, you must use your speed, and if you move at least 5 feet, you reduce the damage taken by an amount equal to your Dexterity modifier. While moving in this manner, enemies have disadvantage on attacks of opportunity made against you.
Começando no 10º nível, você aprendeu a esquivar de ataques a distância. Desde que você esteja no chão e seja atingido por um ataque de uma fonte que você possa ver além de 10 pés de você, você pode usar sua reação para desviar, você deve fazer isso antes de saber a quantidade de dano recebida. Ao fazer isso, você deve usar seu deslocamento e, caso se mova pelo menos 5 pés, você reduz o dano recebido em um valor igual ao seu modificador de Destreza. Enquanto se mover dessa maneira, inimigos têm desvantagem em ataques de oportunidade feitos contra você.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Dedo_Nervoso"></span>
=== Dedo Nervoso ===
=== Itchy Finger ===
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Itchy Finger
Dedo Nervoso
Starting at 13th level, when you attack, you also attack. You can attack three times instead of two whenever you take the Attack action on your turn. Additionally, when performing an '''Overload''' your weapon just jams.
Começando no 13º nível, quando você ataca, você também ataca. Você pode atacar três vezes ao invés de duas, sempre que você realizar a ação de Ataque no seu turno. Adicionalmente, ao executar uma '''Sobrecarga''' sua arma apenas fica emperrada.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Saque_Rápido_Aprimorado"></span>
=== Saque Rápido Aprimorado ===
=== Improved Quick Draw===
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
At 17th level, you are the first to fire, so you can survive. You have advantage on any initiative check and you cannot be surprised while you are conscious. Additionally, when executing an '''Overload''' your weapon does not change.
No 17º nível, você é o primeiro a disparar, assim você pode sobreviver. Você tem vantagem em qualquer teste de iniciativa e você não pode ser surpreendido enquanto estiver consciente. Adicionalmente, ao executar uma '''Sobrecarga''' sua arma não sofre alterações.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
=== Diablero ===
=== Diablero ===
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Upon reaching 20th level, you receive the greatest enhancement to your combat style:
Ao alcançar o 20º nível, você recebe o maior aprimoramento de seu estilo de combate:
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
* '''Short Weapons'''. Every time you enter combat, your runic power acts on your entire nervous system, causing you to have a different perception of time, which seems to run more slowly. You can make four attacks in one turn.
* '''Armas Curtas'''. Toda vez que você entra em combate seu poder rúnico atua em todo seu sistema nervoso, fazendo com que você tenha uma percepção diferente do tempo que parece correr mais vagarosamente. Você pode fazer quatro ataques em um turno.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
* '''Akimbo'''. Adrenaline runs through your body naturally at all times. You are immune to slowing effects and every time you roll a natural 20 on an attack roll, you can take your attack action again, this effect can only happen once per round.
* '''Akimbo'''. A Adrenalina corre em seu corpo naturalmente a todo momento. Você é imune a efeitos de lentidão e toda vez que você rolar um 20 natural em uma jogada de ataque, você pode fazer novamente sua ação de ataque, esse efeito pode acontecer apenas uma vez por rodada.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Trilha_do_Ravasz"></span>
== Trilha do Ravasz ==
== Ravasz Trail ==
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
All marksmen have Runic power, however, the Ravasz enhances this runic power through magic, casting spells that are fired through his shots. A dangerous and deadly combination.  
Todos os atiradores têm poder Rúnico, no entanto, o Ravasz eleva esse poder rúnico através da magia, conjurando feitiços que são disparados através de seus tiros. Uma combinação perigosa e mortífera.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Estilo_Ravasz"></span>
=== Estilo Ravasz ===
=== Ravasz Style ===
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
When you choose this path at 1st level, you also choose a signature style from the following and your starting firearm has capacity increased by 1. Your Astra should always be your signature style weapon:
Ao escolher essa trilha no 1º nível, você escolhe também um estilo de assinatura entre os seguintes e sua arma de fogo inicial tem capacidade aumentada em 1. Sua Astra deve sempre ser a sua arma de estilo:
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
*'''''Light'''''. When you choose this style, your spell DC increases by an amount equal to your Dexterity modifier.
*'''''Leves'''''. Ao escolher esse estilo, a CD de suas magias aumentam uma quantidade igual ao seu modificador de Destreza.
*'''''Averages'''''. When you choose this style, your spells that affect an area receive an additional 5 feet. This bonus increases to 10 feet at 7th level Marksman and to 15 at 14th level Marksman.
*'''''Médias'''''. Ao escolher esse estilo, suas magias que afetem uma área recebem 5 pés adicionais. Esse bônus aumenta para 10 pés no 7º nível de atirador e para 15 no 14º nível de Atirador.
*'''''Long'''''. When you choose this style, your spells gain additional range equal to 5 x your proficiency bonus in feet (this does not affect personal range or touch spells).
*'''''Longas'''''. Ao escolher esse estilo, suas magias recebem alcance adicional igual a 5 x seu bônus de proficiência em pés (isso não afeta magias de alcance pessoal ou toque).
*'''''Cannons'''''. When you choose this style, your spells that deal damage receive your proficiency bonus + your Wisdom modifier for additional damage.
*'''''Canhões'''''. Ao escolher esse estilo, suas magias que causem dano recebem seu bônus de proficiência + seu modificador de Sabedoria de dano adicional.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
===Spellcasting===
===Conjuração===
{| class="purple shadeSide" style="text-align:center; vertical-align:middle; margin: auto auto 10px 10px; float:right;"
{| class="wikitable" style="text-align:center; vertical-align:middle; margin: auto auto 10px 10px; float:right; background-color:#F8F9FA;"
|+ Spellcasting Marksman
|- style="font-weight:bold; background-color:#B4A7D6;"
! Level
! colspan="5" | Atirador Conjurador
! Cantrips<br /> Known
|- style="font-weight:bold;"
! Spells<br /> Known
| Nível
! Mana<br /> Points
| Truques<br /> Conhecidos
! Maximum<br /> Spell Level
| Magias<br /> Conhecidas
|-
| Pontos<br /> de Mana
| 1st
| style="background-color:#FFF;" | Nível Máximo<br /> de Magia
|- style="background-color:#CFE2F3;"
|
| 2
| 2
| -
| -
Linha 633: Linha 479:
| -
| -
|-
|-
|
| 2nd
| 2
| 2
| -
| -
| -
| -
| -
| -
|- style="background-color:#CFE2F3;"
|-  
|
| 3rd
| 2
| 2
| 3
| 3
| 4
| 4
|
| 1st
|-
|-
|
| 4th
| 2
| 2
| 4
| 4
| 6
| 6
| -
| -
|- style="background-color:#CFE2F3;"
|-  
|
| 5th
| 3
| 3
| 4
| 4
Linha 657: Linha 503:
| -
| -
|-
|-
|
| 6th
| 3
| 3
| 4
| 4
| 9
| 9
| -
| -
|- style="background-color:#CFE2F3;"
|-  
|
| 7th
| 3
| 3
| 5
| 5
Linha 669: Linha 515:
| -
| -
|-
|-
|
| 8th
| 3
| 3
| 6
| 6
| 13
| 13
|
| 2nd
|- style="background-color:#CFE2F3;"
|-  
|
| 9th
| 3
| 3
| 6
| 6
Linha 681: Linha 527:
| -
| -
|-
|-
| 10º
| 10th
| 4
| 4
| 7
| 7
| 15
| 15
| -
| -
|- style="background-color:#CFE2F3;"
|-  
| 11º
| 11th
| 4
| 4
| 8
| 8
Linha 693: Linha 539:
| -
| -
|-
|-
| 12º
| 12th
| 4
| 4
| 8
| 8
| 17
| 17
| -
| -
|- style="background-color:#CFE2F3;"
|-  
| 13º
| 13th
| 4
| 4
| 9
| 9
| 20
| 20
|
| 3rd
|-
|-
| 14º
| 14th
| 4
| 4
| 10
| 10
| 21
| 21
| -
| -
|- style="background-color:#CFE2F3;"
|-  
| 15º
| 15th
| 4
| 4
| 10
| 10
Linha 717: Linha 563:
| -
| -
|-
|-
| 16º
| 16th
| 4
| 4
| 11
| 11
| 23
| 23
| -
| -
|- style="background-color:#CFE2F3;"
|-  
| 17º
| 17th
| 4
| 4
| 11
| 11
Linha 729: Linha 575:
| -
| -
|-
|-
| 18º
| 18th
| 4
| 4
| 11
| 11
| 25
| 25
| -
| -
|- style="background-color:#CFE2F3;"
|-  
| 19º
| 19th
| 4
| 4
| 12
| 12
| 28
| 28
|
| 4th
|-
|-
| 20º
| 20th
| 4
| 4
| 13
| 13
Linha 747: Linha 593:
| -
| -
|}
|}
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
When you choose this Trail at 1st level, you learn to use runic essence to channel spells. See Chapter 10 for general spellcasting rules and the Marksman spell list.  
Ao escolher essa Trilha no 1º nível, você aprende a usar a essência rúnica para canalizar magias. Veja o Capítulo 10 para as regras gerais de conjuração e para a lista de magias de Atirador.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
====Spell Lists====
====Listas de Magias====
You gain access to the Marksman spell list. Through certain Heritages, Enhancements, or even through apprenticeship, you can learn new Spell Mysteries, granting you additional spell lists.
Você recebe acesso à lista de magias de Atirador. Através de algumas Heranças, Aprimoramentos ou até mesmo através de aprendizado, você pode aprender novos Mistérios de Magia, lhe concedendo listas de magias adicionais.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
You cannot use another Class's spell list to learn or replace a spell when you level up in that Class.
Você não pode utilizar uma lista de magias de outra Classe para aprender ou substituir uma magia ao subir de nível nessa Classe.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
====Cantrips====
====Truques====
You know two cantrips of your choice from the spell lists you have access to. You learn additional cantrips of your choice from these lists at higher levels, as shown in the Cantrips Known column of the Marksman Spellcaster table.
Você conhece dois truques, à sua escolha, das listas de magias que você possui acesso. Você aprende truques adicionais dessas listas, à sua escolha, em níveis mais altos, como mostrado na coluna Truques Conhecidos da tabela Atirador Conjurador.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
====Mana====
====Mana====
A tabela Atirador Conjurador mostra a quantidade de pontos de Mana que você possui disponível para realizar suas conjurações. Para conjurar uma magia, você deve gastar uma quantidade de pontos de Mana correspondente ao nível da magia como explicado no Capítulo 10: Magia. Você recupera seu modificador de Sabedoria em pontos de mana ao completar um descanso longo e todos os seus pontos de Mana ao completar um descanso pleno.
The Marksman Spellcaster table shows the amount of Mana points you have available to cast your spells. To cast a spell, you must spend an amount of Mana points corresponding to the spell's level as explained in Chapter 10: Magic. You regain your Wisdom modifier in mana points when you complete a long rest and all your Mana points when you complete a full rest.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
For example, if you want to cast the 1st level spell ''[[Onda Trovejante/en|thunder wave]]'' you must spend 2 Mana points to cast it, but if you wish to cast it as a higher level spell, instead of 2 points, you must spend an amount of Mana points corresponding to the desired level, such as 3 points to cast it as a 2nd level spell or 5 to cast it at 3rd level.
Por exemplo, se você quiser conjurar a magia de 1° nível ''onda trovejante'' você deverá gastar 2 pontos de Mana para conjurá-la, mas caso deseje conjurá-la como uma magia de nível superior, ao invés dos 2 pontos, você deverá gastar uma quantidade de pontos de Mana correspondente ao nível desejado, como 3 pontos para conjurá-la como uma magia de 2º nível ou 5 para conjurá-la no 3º nível.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
====1st Level and Higher Spells Known====
====Magias Conhecidas de 1º Nível e Superiores====
At 3rd level, you learn three 1st-level spells of your choice from the spell lists you have access to.
No 3º nível, você aprende três magias de 1º nível, à sua escolha, das listas de magias que você possui acesso.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
The Known Spells column in the Marksman Spellcaster table shows when you learn more spells from these lists, of your choice. Each of these spells must be of a level equal to or lower than your Maximum Spell Level, as shown in the table. For example, when you reach 8th level in this Class, you can learn a new 1st- or 2nd-level spell.
A coluna Magias Conhecidas na tabela Atirador Conjurador mostra quando você aprende mais magias dessas listas, à sua escolha. Cada uma dessas magias deve ser de um nível igual ou menor que o seu Nível Máximo de Magia, como mostrado na tabela. Por exemplo, quando você alcança o 8º nível nesta Classe, você pode aprender uma nova magia de 1º ou 2º nível.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Additionally, when you gain a level in this Class, you can choose a spell you know and replace it with another spell from a spell list you have access to, which must also be equal to or less than your Maximum Spell Level.
Além disso, quando você adquire um nível nesta Classe, você pode escolher uma magia que você conheça e substituí-la por outra magia de uma lista de magia que você possua acesso, que também deve ser igual ou menor que seu Nível Máximo de Magia.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
====Spellcasting Attribute====
====Atributo de Conjuração====
Wisdom is your attribute for casting Marksman spells, as your magic comes from your attunement to your runic power. You use your Wisdom whenever a spell refers to your spellcasting attribute. Additionally, you use your Wisdom modifier to set the saving throw DC for the Marksman spells you cast and when you make an attack roll with a spell.
Sabedoria é seu atributo para conjuração de magias de Atirador, já que sua magia vem da sua sintonia com seu poder rúnico. . Você usa sua Sabedoria sempre que uma magia se refere ao seu atributo de conjuração. Além disso, você usa o seu modificador de Sabedoria para definir a CD das salvaguardas para as magias de Atirador que você conjura e quando você realiza uma jogada de ataque com uma magia.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<div style='text-align: center;'>'''''DC for your spells''''' = 8 + your proficiency bonus + your Wisdom modifier</div>
<div style='text-align: center;'>'''''CD para suas magias''''' = 8 + seu bônus de proficiência + seu modificador de Sabedoria</div>
<div style='text-align: center;'>'''''Spell Attack Modifier''''' = your proficiency bonus + your Wisdom modifier</div>
<div style='text-align: center;'>'''''Modificador de ataque de magia''''' = seu bônus de proficiência + seu modificador de Sabedoria</div>
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
====Spellcasting Focus====
====Foco de Conjuração====
You can use your Astra as a focus for casting your Marksman spells.
Você pode utilizar sua Astra como foco de conjuração das suas magias de Atirador.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Encantar_Munição"></span>
=== Encantar Munição ===
=== Enchant Ammo ===
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Starting at 3rd level, you become able to enchant your ammunition with your spells. To enchant an ammunition, you must cast the spell as you normally would, however, instead of the spell's effect being performed, the magic is channeled into the ammunition. You can only enchant ammunition with spells that deal damage.
A partir do 3º nível, você se torna capaz de encantar suas munições com suas magias. Para encantar uma munição, você deve conjurar a magia como faria normalmente, porém, ao invés do efeito da magia ser executado, a magia é canalizada para a munição. Você só pode encantar munições com magias que causem dano.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
An ammunition remains enchanted for 48 hours, until used or if it is 320 feet away from you for 8 hours. You always know which ammunition is enchanted and which spell is in it, as well as how long it lasts. This enchanted ammunition only works when fired by you through your Astra, if it is used by another person or another weapon, it acts like normal ammunition and loses its enchantment.
Uma munição permanece encantada por 48 horas, até ser utilizada ou caso ela fique 320 pés afastada de você por 8 horas. Você sempre sabe qual munição está encantada e qual magia está nela, além do tempo de duração da mesma. Essa munição encantada funciona apenas quando disparada por você através de sua Astra, caso ela seja utilizada por outra pessoa ou outra arma, ela age como uma munição normal e perde seu encanto.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
If you hit a creature with enchanted ammunition, it will receive normal damage from your weapon in addition to the effects of the magic present in the ammunition. If the spell in the ammunition requires a saving throw, the creature hit by the attack must do so with disadvantage, in addition, if the spell has an area effect, the area affected by the spell is centered on the creature hit by your attack. The maximum level of magic you can use to enchant ammunition and your enchanted ammunition limit depends on your level as a Marksman.
Caso você atinja uma criatura com uma munição encantada, ela receberá o dano normal de sua arma além dos efeitos da magia presente na munição. Caso a magia na munição requeira salvaguarda, a criatura atingida pelo ataque deve fazê-la com desvantagem, além disso, caso a magia possua um efeito em área, a área afetada pela magia é centrado na criatura atingida pelo seu ataque. O nível máximo de magia que você pode utilizar para encantar munições e seu limite de munições encantadas depende de seu nível como Atirador.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
* ''' 3rd level.''' You can enchant up to 2 rounds of ammunition with Cantrips.
* ''' 3º nível.''' Você pode encantar até 2 munições com Truques.
* ''' 8th level.''' You can enchant up to 2 pieces of ammunition with 1st level spells, in addition to the previous pieces of ammunition.
* ''' 8º nível.''' Você pode encantar até 2 munições com magias de 1º nível, além das munições anteriores.
* ''' 13th level.''' You can enchant up to 2 pieces of ammunition with 2nd level spells, in addition to the previous pieces of ammunition.
* ''' 13º nível.''' Você pode encantar até 2 munições com magias de 2º nível, além das munições anteriores.
* ''' 19th level.''' You can enchant up to 1 ammunition with 3rd-level spells, in addition to the previous ammunition.
* ''' 19º nível.''' Você pode encantar até 1 munição com magias de 3º nível, além das munições anteriores.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Atirador_Rúnico"></span>
=== Atirador Rúnico ===
=== Runic Shooter ===
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Upon reaching 6th level, you become able to shape arcane energies through your Astra using your magical energy. At the start of your turn, you can perform one effect from the list below:  
Ao alcançar o 6º nível, você se torna capaz de moldar as energias arcanas através de sua Astra usando sua energia mágica. No início de seu turno, você pode executar um efeito da lista abaixo:
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
* '''''Chanel.'''''When performing an Attack action with your Astra, you can spend 1 Bravery point to cast the Trick ''[[Rajada Mística/en|eldritch blast]]'' along with the attack. For each ray created by the spell beyond the 1st, you can direct it to the same target without the need for a new Attack roll, however, each additional ray has its damage reduced to 1d6.
* '''''Canalizar.'''''Ao realizar uma ação de Ataque com sua Astra, você pode gastar 1 ponto de Bravura, para conjurar o Truque ''[[Rajada Mística | rajada mística]]'' junto com o ataque. Para cada raio criado pela magia além do 1º, você pode direcioná-lo para o mesmo alvo sem a necessidade de uma nova jogada de Ataque, porém, cada raio adicional possui seu dano reduzido para 1d6.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
* '''''Elemental'''''. By spending 1 Mana point, until the start of your next turn, all your attacks made with your Astra now cause elemental damage. You must choose the type of damage caused according to an element you have access to. Additionally, at 11th level Marksman, this damage becomes magical.
* '''''Elemental'''''. Gastando 1 ponto de Mana, até o início de seu próximo turno, todos seus ataques realizados com sua Astra passam a causar dano elemental. Você deve escolher o tipo de dano causado de acordo com um elemento que você possua acesso. Além disso, no 11º nível de Atirador, esse dano se torna mágico.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
* '''''Recharge'''''. By spending 2 Mana points and 1 Bravery point, you make your Astra automatically charge itself to its maximum capacity with a spectral ammunition. This ammunition lasts for up to 10 minutes inside the weapon, dissipating if removed or 1 round after being fired.
* '''''Recarga'''''. Gastando 2 pontos de Mana e 1 ponto de Bravura, você faz com que sua Astra se carregue automaticamente até o máximo de sua capacidade com uma munição espectral. Essa munição dura por até 10 minutos dentro da arma, se dissipando caso seja removida ou 1 rodada após ser disparada.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
* '''''Revitalization'''''. Using an Attack, you can spend 2 Mana points and 1 Bravery point to create healing ammunition in your Astra. When a creature is hit by one of these munitions, it takes no damage, but rather recovers 3d8 + your Wisdom modifier in hit points. When warned, an ally may voluntarily be shot by this ammunition, causing their AC to be considered 10 for you. For each additional point of Mana, the target regains 1d8 additional hit points.
* '''''Revitalização'''''. Utilizando um Ataque, você pode gastar 2 pontos de Mana e 1 ponto de Bravura para criar uma munição curativa em sua Astra. Quando uma criatura é atingida por uma dessas munições, ela não recebe dano algum, mas sim recupera 3d8 + seu modificador de Sabedoria em pontos de vida. Um aliado ao ser avisado pode voluntariamente ser alvejado por essa munição, fazendo com que sua CA seja considerada 10 para você. Para cada ponto de Mana adicional, o alvo recupera 1d8 pontos de vida adicionais.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
* '''''Lead Rain'''''. When you cast a spell that deals damage in an area, you can spend 2 additional mana points and 4 Bravery points to channel the spell through your Astra. When you do this, targets hit by the spell also receive damage from your Astra.
* '''''Chuva de Chumbo'''''. Ao conjurar uma magia que cause dano em uma área, você pode gastar 2 pontos de mana adicionais e 4 pontos de Bravura para canalizar a magia através de sua Astra. Ao fazer isso, alvos atingidos pela magia também recebem o dano de sua Astra.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Additionally, you can enchant additional ammunition with Cantrips, using your Enchant Ammunition class feature, in a number equal to your Wisdom modifier per long rest.  
Adicionalmente, você passa a poder encantar munições adicionais com Truques, utilizando sua característica de classe Encantar Munições, em um número igual ao seu modificador de Sabedoria por descanso longo.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Controle_Etéreo"></span>
=== Controle Etéreo ===
=== Ethereal Control ===
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Once you reach 10th level, noticing the lines of magic becomes commonplace for you. You can cast the spells ''[[Identificar/en|identify]]'', ''[[Invisibilidade/en|invisibility]]'', ''[[Ver o Invisível/en|see invisibility]]'' and ''[[Visão no Escuro/en|darkvision]]'' using 1 Bravery point instead of mana points.
Ao alcançar o 10º nível, perceber as linhas da magia se torna algo comum para você. Você pode conjurar as magias ''[[identificar]]'', ''[[invisibilidade]]'', ''[[Ver o Invisível | ver o invisível]]'' e ''[[Visão no Escuro | visão no escuro]]'' utilizando 1 ponto Bravura ao invés de pontos de mana.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Gatilho_Rúnico"></span>
=== Gatilho Rúnico ===
=== Runic Trigger ===
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Once you reach 13th level, channeling your runic essence through your astra is commonplace. Choose a 1st-level spell you know, you can use that spell as a bonus action.
Ao alcançar o 13º nível, canalizar sua essência rúnica através de sua astra é algo corriqueiro. Escolha uma magia de 1º nível que você conheça, você pode usar essa magia como uma ação bônus.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Marca_Rúnica"></span>
=== Marca Rúnica ===
=== Runic Mark ===
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
At 17th level, the spell's lines can be modified slightly by your ability. You can use a bonus action to cast an invisible mark on a creature you can see, this mark lasts until the creature is reduced to 0 hit points or until you use a bonus action to remove it, only one creature can be marked at a time. If you can no longer see the creature, this mark is undone. While the creature has this mark, your magic attacks made against it are made with advantage. You can do this once per long rest, and when you reach 19th level, you can spend 2 Bravery points for additional uses.
No 17º nível, as linhas da magia podem ser levemente modificadas por sua habilidade. Você pode utilizar uma ação bônus para conjurar uma marca invisível em uma criatura que você possa ver, essa marca dura até que a criatura seja reduzida a 0 pontos de vida ou até que você use uma ação bônus para removê-la, apenas uma criatura pode ser marcada por vez. Caso você não possa mais ver a criatura, essa marca é desfeita. Enquanto a criatura estiver com essa marca, seus ataques com magia feitos contra ela são realizados com vantagem. Você pode fazer isso uma vez por descanso longo e, ao atingir o 19º nível, você pode gastar 2 pontos de Bravura para usos adicionais.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Mestre_da_Infusão"></span>
=== Mestre da Infusão ===
=== Infusion Master ===  
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Once you reach 20th level, imbuing magic into your Astra becomes as natural as firing it. Choose a 2nd level damage spell that you know, you must mark a runic glyph on your Astra. When making an attack with your Astra, you can spend 1 Bravery point and cast the spell without spending mana points. You can exchange this glyph once per long rest spending 1 hour of work.
Ao alcançar o 20º nível, imbuir magia em sua Astra se torna tão natural quanto dispará-la. Escolha uma magia de dano de 2º nível que você conheça, você deve marcar um glifo rúnico em sua Astra. Quando realizar um ataque com sua Astra, você pode gastar 1 ponto de Bravura e conjurar a magia sem gastar pontos de mana. Você pode trocar esse glifo uma vez por descanso longo gastando 1 hora de trabalho.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Trilha_do_Vanator"></span>
== Trilha do Vanator ==
== Vanator Trail ==
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
The Vanator is an expert in terrain or distance, his styles reflect this, a marksman who knows how to take advantage of the distance between him and his opponents or has knowledge of the terrain and how to use his weapon to gain advantages in combat.
O Vanator é um perito em terreno ou distância, seus estilos refletem isso, um atirador que sabe aproveitar da distância entre ele e seus adversários ou tem um conhecimento de terreno e de como utilizar sua arma para ganhar vantagens em um combate.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Estilo_Vanator"></span>
=== Estilo Vanator ===
=== Vanator Style ===
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
When you choose this trail at 1st level, you also choose a signature style from the following and your starting firearm has capacity increased by 1. Your Astra should always be your signature style weapon:
Ao escolher essa trilha no 1º nível, você escolhe também um estilo de assinatura entre os seguintes e sua arma de fogo inicial tem capacidade aumentada em 1. Sua Astra deve sempre ser a sua arma de estilo:
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
* '''Long Weapons'''. Applies to long firearms. When using a long weapon, your normal range and maximum range increase by 50% and attacks made within your normal range have a bonus equal to half your proficiency bonus on your Attack rolls.
* '''Armas Longas'''. Se aplica a armas de fogo longas. Ao usar uma arma longa, seu alcance normal e seu alcance máximo aumentam em 50% e ataques feitos dentro de seu alcance normal tem um bônus igual a metade do seu bônus de proficiência em suas jogadas de Ataque.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
* '''Cannons'''. Applies to cannon category firearms. The Strength value of these weapons is reduced by an amount equal to half your proficiency bonus and the explosive area may increase by 5 feet for you.
* '''Canhões'''. Se aplica a armas de fogo de categoria canhões. O valor de Força dessas armas é reduzido em um valor igual a metade do seu bônus de proficiência e a área de explosivo pode aumentar em 5 pés para você.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Disparo_Veloz"></span>
=== Disparo Veloz ===
=== Fast Shot ===
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
At 1st level, your aim and trigger act in harmony. When you or an ally within 20 feet of you are targeted by an attack from a creature within your weapon's normal range that is at least 20 feet from you, you can use your reaction to make an attack against that creature.
No 1º nível, sua mira e seu gatilho agem em harmonia. Quando você ou um aliado a até 20 pés de você forem alvos de um ataque de uma criatura dentro do alcance normal de sua arma, que esteja a pelo menos 20 pés de você, você pode usar sua reação para realizar um ataque contra essa criatura.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Na_Mira"></span>
=== Na Mira ===
=== In Sight ===  
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
When you reach the 3rd level of this Path, your perception of combat is more refined. By spendiverng 1 Bray point, you can mark a target you can see, a mark that lasts until the end of combat or if you mark another target. You gain a +2 bonus to your attack and damage rolls against the marked target.
Ao alcançar o 3º nível desta Trilha, sua percepção para o combate está mais apurada. Gastando 1 ponto de Bravura, você pode marcar um alvo que você possa ver, uma marca dura até o final do combate ou caso você marque outro alvo. Você recebe um bônus de +2 em suas jogadas de ataque e dano contra o alvo marcado.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
If your style is Long Weapons, when you successively hit an enemy twice with your Astra, your next attack adds your proficiency bonus + your Dexterity modifier to the damage. Additionally, once you reach level 10, you must only hit the enemy once before this bonus takes effect.
Caso seu estilo seja de Armas Longas, quando você acertar sucessivamente um inimigo duas vezes com sua Astra, seu próximo ataque adiciona seu bônus de proficiência + seu modificador de Destreza ao dano. Adicionalmente, quando atingir o nível 10, você deve atingir o inimigo apenas uma vez antes esse bônus tenha efeito.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
If your style is Cannons, you are able to control the explosion area of your Astras, reducing the chances of hitting allies. Creatures you choose in the blast area make the blast save with advantage and add a bonus equal to your Wisdom modifier to the roll. At level 6, this bonus is doubled and at level 12 it is quadrupled. On a success, they take no damage and on a failure, they only take half damage.
Caso seu estilo seja de Canhões, você é capaz de controlar a área de explosão de suas Astras, diminuindo as chances de acertar aliados. Criaturas que você escolher na área de explosão fazem a salvaguarda da explosão com vantagem e somam um bônus igual ao seu modificador de Sabedoria à rolagem. No nível 6, esse bônus é dobrado e no nível 12 quadruplicado. Em um sucesso, elas não recebem dano algum e em caso de falha, recebem apenas metade do dano.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Olhos_Aguçados"></span>
=== Olhos Aguçados ===
=== Sharp Eyes ===
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
When you reach level 6, your eyes are trained enough to look for certain signs. You gain proficiency in Investigation and Perception, if you already have proficiency in one of these skills, you gain specialty instead. Additionally, your attacks with your Astra now ignore half cover.
Quando você atinge o nível 6, seus olhos estão treinados o suficiente para procurar por certos sinais. Você recebe proficiência em Investigação e Percepção, caso já possua proficiência em uma dessas perícias, você recebe especialidade ao invés disso. Adicionalmente, seus ataques com sua Astra passam a ignorar meia cobertura.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Mestre_das_Condições"></span>
=== Mestre das Condições ===
=== Master of Conditions ===
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
At 10th level, making the most of your situations and conditions is routine. You receive an upgrade based on your style:
No 10º nível, extrair o máximo de suas situações e condições é algo rotineiro. Você recebe um aprimoramento baseado em seu estilo:
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
* '''Long Weapons'''. Using your Astra, when you score a critical hit or reduce a target's hit points to 0, you can surpass that target. You must make a new attack with disadvantage, against a target that is behind that target, in a straight line from you within range of your weapon, without having to expend new ammunition to do so. You can make this additional attack a number of times equal to your long rest proficiency bonus.
* '''Armas Longas'''. Utilizando sua Astra, ao obter um acerto crítico ou reduzir os pontos de vida de um alvo a 0, você pode ultrapassar esse alvo. Você deve fazer um novo ataque com desvantagem, contra um alvo que esteja atrás desse alvo, em uma linha reta a partir de você no alcance de sua arma, sem que seja necessário gastar uma nova munição para isso. Você pode realizar esse ataque adicional um número de vezes igual ao seu bônus de proficiência por descanso longo.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
* '''Cannons'''. When you land an attack with the cannon, the range of the explosion can increase by 5 feet and the CD for the explosion increases by a value equal to your Wisdom modifier.
* '''Canhões'''. Ao acertar um ataque com o canhão o alcance da explosão pode aumentar em 5 pés e a CD para a explosão aumenta em um valor igual ao seu modificador de Sabedoria.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Esquiva_Acrobática"></span>
=== Esquiva Acrobática ===
=== Acrobatic Dodge ===
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
When you reach 13th level, you can perform an impressive acrobatic move to get out of your opponent's zone. You can now use the Disengage action using a bonus action. When you do this, you can make an Acrobatics check to make an attack against a target that you have left the attack area. If the test exceeds the target's AC, you make an attack against that target, if the roll is lower, you miss the shot, using up ammunition normally.
Quando você atinge o 13º nível, você pode executar uma impressionante jogada acrobática para sair da área do seu oponente. Você passa a poder usar a ação Desengajar utilizando uma ação bônus. Ao realizar isso, você pode fazer um teste de Acrobacia para realizar um ataque contra um alvo que você tenha saído da área de ataque. Caso o teste supere a CA do alvo, você atinge um ataque contra aquele alvo, se a rolagem for menor, você erra o disparo, gastando uma munição normalmente.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Mestre_da_Oportunidade"></span>
=== Mestre da Oportunidade ===
=== Master of Opportunity ===
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Once you reach level 17, doing the most with little becomes routine for you. You have a new enhancement to your style:
Ao atingir o nível 17, fazer o máximo com pouco é rotina para você. Você tem um novo aprimoramento de seu estilo:
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
* '''Long Weapons'''. When executing a Runic Shot, if the target fails the save, you restore the spent Bravery point. If the attack is a critical attack, the target is also Stunned until the start of its next turn.
* '''Armas Longas'''. Ao executar um Disparo Rúnico, caso o alvo falhe na salvaguarda, você restaura o ponto de Bravura gasto. Caso o ataque seja um ataque crítico, o alvo também fica Atordoado até o início de seu próximo turno.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
* '''Cannons'''. Moving out of an opponent's reach no longer causes attacks of opportunity. Additionally, when you fail a saving throw, you can spend Bravery points to cover the necessary difference and force a success.
* '''Canhões'''. Se mover para longe do alcance de um oponente não causa mais ataques de oportunidade. Além disso, ao falhar em uma salvaguarda, você pode gastar pontos de Bravura para cobrir a diferença necessária e forçar um sucesso.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span id="Ceifador"></span>
=== Ceifador ===
=== Reaper ===  
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Upon reaching 20th level, your shots are contracts signed by death. You receive the biggest enhancement to your combat style:
Ao alcançar o 20º nível, seus disparos são contratos assinados pela morte. Você recebe o maior aprimoramento de seu estilo de combate:
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
* '''Long Weapons'''. When you hit an opponent with 100 health points or less, you can spend your Bravery points to deal a fatal blow. The target must succeed on a DC 8 Constitution saving throw + your proficiency bonus + your Wisdom modifier + the valor points spent. On a failure, the target dies. If successful, the target takes damage normally. If the target dies, you do not recover Shooter's Bravery, either by confirming a critical hit or dealing a fatal hit.
* '''Armas Longas'''. Ao acertar um oponente com 100 pontos de vida ou menos você pode gastar seus pontos de Bravura para causar um golpe fatal. O alvo deve ter sucesso em uma salvaguarda de Constituição CD 8 + seu bônus de proficiência + seu modificador de Sabedoria + os pontos de bravura gastos. Em uma falha, o alvo morre. Caso tenha sucesso, o alvo recebe o dano normalmente. Caso o alvo morra, você não recupera Bravura do Atirador, seja confirmando um acerto crítico ou desferindo um acerto fatal.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
* '''Cannons'''. When you hit a target with a style weapon, you receive a damage bonus equal to your Marksman level. You can use this bonus on only one attack per round.
* '''Canhões'''. Ao acertar um alvo com uma arma de estilo, você recebe um bônus de dano igual ao seu nível de Atirador. Você pode usar esse bônus em apenas um ataque por rodada.
</div>

Edição atual tal como às 17h35min de 15 de novembro de 2024

This article complies with version 0.95 of Runarcana RPG

When getting up from the ambush, the shooter stretches out in search of her pistol, always at her side. She jumps up and starts shooting at her detractors before they can even think about reacting.

The detractors fall one by one with only one of them remaining alive and in disbelief with what he has just witnessed, he has not even drawn his revolver and knows that his life is at the tip of the shooter's finger.

He knows that although it is humiliating, it is more worth staying alive than risking and certainly dying in the face of such aim and speed. His arms slowly go up in the air in surrender and he sees a smile appearing on the shooter's face.

That brief moment is more painful than being shot, but just as quickly, he knows he's in trouble when she asks him who else Sarah sent to hunt her down and if she really thinks that one day she will forgive her for what she had done to her father.

Among all the existing classes, some may claim to be older than others, however the newest among them is the Marksman. A recent advent in the history of Runeterra, at least so it is said, as before the invention of firearms, the masters of ranged combat were archers.

Marksman are masters of firearms, using them to devastating effect on the battlefield. A marksman uses a steady trigger and skill to provide fire and cover for his friends and disable enemies with especially deadly shots.

However, their "joviality" before the world should not be confused with inexperience, nor with a lack of skill, marksman have immense strengths in their skills even though they are few and in few regions of the world.

The arms race has been expressed since antiquity with a predilection for magic, a powerful but totally uncertain and fickle source of war that could very well turn against those who believed they controlled it, a response from those without magic emerged through natural mechanics, of explosive compounds and the directing of just one rigid projectile against a target.

Some say that magic made living beings different creatures, with powers and possibilities and clear power relationships, this may be true, but it is certain that the invention of firearms made them equal again.

Gunpowder and Magic

Not all marksman use purely scientific powers to provide their capabilities, with enchanted arrows and cannons capable of blowing up cities, they know that magic is also a resource that can help them on their way, for this reason they respect both resources and whenever possible they seek to unite them in favor of their strength.

Some gunsmiths find the strength in objects of magical origin to produce even more powerful projectiles and mechanisms, while others who have a little magical power seek to channel it into their creations.

Regardless of the origin of the weapon, and its propellant, be it gunpowder or arcane energy, a smoking barrel and precision in destruction are hallmarks of a marksman.

Common in Piltover and Zaun, firearms were quickly absorbed by Noxus and from time to time there are rumors of magical firearms being used in Ionia. In Bilgewater, perhaps it is the place where they are used in a more mundane way, seen on the waists of those who can afford their price.

Magical firearms are among the rarest and most coveted weapons in all of Runeterra, usually giving immense power to those who wield them, in some places they are banned and in others they are desired, but the general rule is that everywhere they are feared.

Unwanted Attention

As previously mentioned, each location in Runeterra has a different relationship with firearms, while in Piltover their possession is only permitted by law enforcement agents, in Zaun the authorities are more concerned with profiting from their business.

Many end up in Bilgewater, being traded even in broad daylight if you know where to look. However, their cost can be very high, especially if you are competing with a Noxian agent in charge of further arming and munifying the Empire.

In Demacia, they are seen with great fear, especially as petricite does not present any additional defense against most of them, and their presence is combated in almost the same way as magic.

In the Freljord they are extremely rare, especially because they tend to have malfunctions in the harsh winter, or even because they are often not enough to take down the creatures shaped by icy punishment.

With the Noxian invasion that so devastated Ionia, some authorities began to import pieces, albeit clandestinely, from other regions, especially from Piltover, where scholars tried to reproduce their effects by making up for their lack of scientific ability with the abundance of existing magic.

Creating a Marksman

Marksman are not that common throughout Runeterra, except in Zaun and Piltover. Talk to the GM about where your marksman is from, especially if he doesn't come from one of these two regions. You currently live in them, are your guns considered illegal where you live?

How did you get your first weapon? Were you creatively driven to create something even more powerful? Did you sell your soul to a demon to gain this knowledge? Maybe you just took revenge on an evildoer and took the weapon from the dead carcass.

Quick Build

You can quickly build a shooter using the following suggestions. First, put your highest ability score into Dexterity, followed by Wisdom. Second, choose the Outsider Past.


The Marksman
Level Characteristics Maximum Bravery
1st Gunsmith, Astra, Trail, , Weapon Mastery -
2nd Bravery, Ruse: Bravado 2
3rd Artisan Gunsmith, Trail Feature 2
4th Enhancement 3
5th Extra Attack, Ruse: Runic Shot 3
6th Trail Feature 4
7th Gunpowder Baptism 4
8th Enhancement 5
9th Evasion, Superior Bravado 5
10th Trail Feature 6
11th Ad Astra, Personal Talisman 6
12th Enhancement 7
13th Trail Feature 7
14th Astra et Umbra 8
15th Cheat Death 8
16th Enhancement 9
17th Trail Feature 9
18th Well-connected 10
19th Enhancement, Indomitable Bravery 10
20th Trail Feature 12

Class Features

As a Marksman, you gain the following class features.

Hit Points

Hit Dice: 1d8 per marksman level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per marksman level after 1st

Proficiencies

Armor: Light armor

Weapons: Simple weapons, firearms

Crafts: Gunsmith Craft

Saving Throws: Dexterity, Wisdom

Skills: Choose two from Acrobatics, Intuition, Medicine, Perception, Sleight of Hand, Stealth, Technology and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your past:

  • a Tier 1 firearm
  • (a) leather armor or (b) a simple melee weapon
  • (a) an explorer set or (b) an adventurer set
  • Gunsmith tools and 30 rounds of ammunition for the initial firearm

Gunsmith

From 1st level onwards, when you become a Marksman, you also become someone who not only wields a weapon and knows how to use it, but an expert who instinctively understands the capabilities and possibilities of Firearms.

The number of formulas you receive per Craft level is based on your Wisdom modifier rather than your Intelligence modifier. You can use your Craft and Gunsmith tools to build firearms, ammunition, and also to repair them. Additionally, any Technology roll is made using Wisdom rather than Intelligence.

Astra

Also at 1st level, the Marksman is capable of shooting any firearm, however every marksman has his Astra, his signature weapon and the weapon through which he channels his runic essence. To define his Astra, the Shooter must perform a 1-hour ritual with the chosen weapon, making slight modifications to it with his armorer's set using secret formulas that are either intuitive, or passed down through a line of succession. An astra receives the following modifications:

  • Your proficiency bonus is added to the weapon's damage;
  • Your weapon range increases by 5 feet/10 feet;
  • Your weapon error decreases by a number equal to half your proficiency bonus;
  • The Strength required to use the weapon decreases by a number equal to half your proficiency bonus;
  • You can use your bonus action to reload the weapon;

An Astra doesn't work in the hand of someone other than a Marksman. If it is away from its bearer for more than a day, it loses its enchantment and can only function as a common firearm again if a gunsmith repairs it. If a Marksman finds it, and it has not been modified back into a normal weapon, he can make it an Astra again as a bonus action. Starting at 7th level, you are able to reload any Firearm in your lane style as a bonus action.

Weapon Mastery

Your weapon training allows you to use the Weapon Mastery property by choosing between Simple Weapons and Firearms with which you are proficient. You can choose up to 2 weapons, and you can exchange a weapon mastery you have for another weapon you can master during a full rest.

Trail

At 1st level, you must choose a Path, it reflects your choice of style, how you use your resources and is what separates a newbie with a gun from a legendary marksman. Choose from one of the following Paths: the Path of Atrnach, the Path of Desperado, the Path of Ravasz, or the Path of Vanator, all described at the end of this class.

Bravery

Starting at 2nd level, Marksmen have an almost supernatural momentum, it is the channeling of runic energy that runs through their body. You gain a number of Bravery points equal to the value indicated in the Maximum Bravery column on the Marksman table. The number of Bravery points can never exceed your maximum bravery.

You can spend these points to enhance various Ruse of the class. You start by knowing a Ruse: Bravado. You learn more about these Ruse as you gain levels in the class.

You regain all of your spent Bravery points when you complete a short or long rest. Additionally, you regain 1 point of Bravery, up to your maximum, whenever you score a critical hit on an attack with your firearms, or if you reduce a creature's hit points to 0. Even if you reduce the hit points of a creature's health to 0 with a critical hit, you only recover 1 point of Bravery, not 2.

Some Ruse require your target to make a saving throw to resist the effects of this cantrip. The save CD is calculated as follows:


Tricks Shot DC = 8 + your proficiency bonus + your Dexterity modifier

Ruse: Bravado

At level 2, when making an attack with a firearm, you can perform this Ruse. You can spend a number of Bravery points to receive a bonus to your attack roll and damage equal to the Bravery points spent.

Artisan Gunsmith

At the 3rd level of Marksman, you receive Specialization with the Gunsmith Craft and also the second level in this Craft, exceeding the standard Craft level limit. Your evolution in this Office happens again at the 7th level of Marksman, when you receive the third level of the Craft, again at the 11th, 15th and 18th levels of Marksman, when you receive respectively the 4th, 5th and 6th level of the Craft.

Enhancement

When you reach 4th level and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2 or you can increase two ability scores of your choice by 1. By default , you cannot raise an ability score above 20 with this trait. Alternatively, you can choose one of the General Enhancements from Chapter 5: Customization - Enhancements.

Extra Attack

When you reach 5th level you can attack twice, instead of once, whenever you take the Attack action on your turn.

Ruse: Runic Shot

Starting at 5th Level, you can concentrate your runic energy to use this Ruse, firing a shot at a specific region of the opponent's body, as long as the opponent has the region you wish to target. When attacking with your Astra, you can spend 1 Bravery point to add an additional effect based on the region targeted.

  • Arm. If it hits, the target must make a Strength saving throw. On a failure, the target will drop the item it is holding.
  • Head. If it hits, the target must perform a Constitution save. On a failure, the target has disadvantage on attack rolls until the start of its next turn.
  • Leg. If it hits, the target must make a Strength saving throw. On a failure, the target will be Prone. (This shot does not affect flying or gliding creatures.)
  • Torso. If it hits, the target must perform a Constitution save. On a failure, the target has disadvantage on saving throws and Strength and Dexterity checks until the start of its next turn.
  • Asa. If it hits, the target must perform a Constitution save. On a fail, the target will fall 60 feet taking fall damage if necessary. Creatures of Huge size or larger automatically succeed on this saving throw.

Gunpowder Baptism

At 7th level, you have studied the functioning of firearms so much that their mechanisms no longer have any secrets for you. Any firearm you use has its error reduced by 1. Additionally, weapons modified by you have its error reduced by 1 as long as they are not disadvantaged due to lack of maintenance and your Astra can have a second improvement of the Alloy or Barrel type.

Superior Bravado

Upon reaching level 9, when you use the Bravado characteristic, if you hit the attack, you recover half of the Bravery points spent and the damage caused by the characteristic is doubled.

Evasion

Also at 9th level, you can nimbly dodge certain area effects, such as the flaming breath of a hellish dragon or a spell glacial storm. When you are targeted by an effect that requires a Dexterity saving throw to take half damage, you take no damage if it succeeds, and only half damage if it fails.

Ad Astra

At level 11, you acquire special knowledge of the Astra, being able to turn an additional weapon into an Astra and being able to use magical firearms like your Astra. The damage caused by your Astras is now considered magical.

Personal Talismans

Starting at 11th level, you can choose one of the following items as a Personal Talisman. Your chosen item grants you a unique bonus detailed below. If your talisman is destroyed or lost, you can choose another object that is similar to the previous one after a short rest with it, as if you were attuning to a magical item by transforming it into a talisman.

Acrobatic Brigantine (Desperado Only). The toll of rolling, ducking, dodging can be hard on the body. With this Brigantine you gain more mobility and stability to dodge. While you use the Acrobatic Brigantine you can add your Dexterity modifier to the reduction of your Dodge Roll trait.


Marksman Cape. While wearing this cape, you have advantage on Stealth rolls, if you have proficiency with this skill, you receive specialty.

Lucky Hat. He's been with you since the beginning, and no matter how many times you lose him, he always seems to find his way back to you. When you are hit by an attack, you can use your reaction to turn that attack into a miss. You can do this a number of times equal to half your long rest proficiency bonus.

Quality Cigar. No matter where you draw it, this cigar always gives you a calm moment of reflection. As an action, you can draw your Quality Cigar and recover half of your Wisdom modifier in Bravery points. You can do this a number of times equal to half your long rest proficiency bonus.

Tinker Glasses. The body shop always keeps you up late, and this pair of glasses is the tinker's best friend. While you use it, you have 60 feet of darkvision, you are also immune to the Blinded condition, and you have advantage on rolls with your Gunsmith Craft. Additionally, a number of times equal to half your long rest proficiency bonus, you can activate the goggles to see in magical darkness for 10 minutes.

Buttstock Extender (Ravasz Only). Having an extra resource is always useful, this stock extender allows you to store a spell in it, being able to fire it along with any attack action. To do this, you need to cast one of your spells and place it in the prolonger, spending mana points normally. This process takes one hour to complete. Stored magic dissipates after 24 hours or when cast. You can only store one spell at a time. The maximum level of spell that can be stored is a Cantrip at level 11, a 1st-level spell at level 13, a 2nd-level spell at level 15, and a 3rd-level spell at level 19.

Rambelt (Vanator Only). You never leave home without carrying enough ammunition for an army. This high-capacity leather sling carries it all for you. While you use the Rambelt, you are able to make modified ammunition (consuming its normal value) using an action. You can do this a number of times equal to your Wisdom modifier (minimum of 1) per long rest.

Comfortable Overcoat. This old, worn overcoat has been his constant companion. Full of holes, torn in some places and never cleaned, it is just like you in many ways. While you wear your Comfortable Overcoat, you never make an ability check or saving throw with disadvantage.

Astra et Umbra

Starting at 14th level, you are able to extract the full potential of your Astras. You receive +1 on attack rolls made with them and the damage of your Astras increases by one category on the damage scale.

Cheat Death

At 15th level, when receiving an attack that would reduce you to 0 hit points but not kill you instantly, you can use your reaction and spend 2 Bravery points to have 1 hit point instead. If you use this feature again before taking a long rest, you must spend 3 additional Bravery points for each new use.

Well-connected

Starting at 18th level, some might swear you've received the Lady of Fortune's blessing. Before performing a save, you can choose to automatically succeed. You can use this feature a number of times equal to half your Wisdom modifier (minimum of 1) per long rest.

Indomitable Bravery

At 19th level, whenever you would regain 1 point of Bravery, you regain 2 points instead.

Trails

Marksman tend to be solitary, rarely forming pairs, let alone larger groups. For this reason, they end up having Trails, paths made intuitively that relate to the way they see the world and the skills necessary for their survival.

Atrnach Trail

Atrnach pushes its luck and laughs in the face of danger, fighting dangerously and always facing deadly situations face to face. Unlike other marksman who use their agility to avoid hand-to-hand combat, Atrnach seeks out these situations to surprise enemies.

Atrnach Style

When you choose this path at 1st level, you also choose a signature style from the following and your starting firearm has capacity increased by 1. Your Astra should always be your signature style weapon:

  • Medium Weapons. When you choose this style, when you use weapons with the Scatter property on creatures within 5 feet of you, you add half your proficiency bonus to the damage dealt.
  • Bayonet. When you choose this style, you gain proficiency with Bayonets, the “Improper” feature does not apply to your use of these weapons, and you add your Proficiency bonus to critical damage on melee attacks. When attacking with your blade part you can choose between using your Strength or Dexterity, but when attacking with the gun part you must use Dexterity.

Facing Danger

At 1st level, you understand your instinct that helps you confront danger. You can take a Dash action as a bonus action, reducing an amount equal to your Wisdom modifier from all damage taken until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus per short or long rest. When you reach 2nd level, you can spend 1 bravery point for additional uses of this feature.

Additionally, you gain proficiency with medium armor, and while you use firearms, the Dexterity limiter on that armor's AC increases to a value equal to your Wisdom modifier (minimum of 0).

Living in Danger

At 3rd level, living is dangerous enough, and you understand the risks. Once per round you can spend a Bravery point to reroll a failed attack, you must use the new value gained. Additionally, you now add your maximum bravery to your maximum hit points.

Furthermore, when using an Astra that has the dispersion or explosive property, you are able to control the area of effect, which can reduce the chances of hitting allies. Creatures you choose in the area of effect take the necessary saving throw to avoid damage with advantage and add a bonus equal to your Wisdom modifier to the roll.

At level 6, this bonus is doubled and at level 12 it is quadrupled. If successful, they receive no damage, if failed, they only receive half the damage caused.

Face to Slap

At 6th level, you learn that you make your luck. Using a bonus action, you can spend Bravery points to add 1d8 + your Marksman level in temporary hit points for every 2 Bravery points spent. Additionally, you receive an upgrade based on your style:

  • Medium Weapons. Your attacks with your Astra, with the Dispersion property, now cause additional damage equal to your proficiency bonus.
  • Bayonet. Your melee attacks with the Bayonet can now cause blade and shot damage in normal attacks, not just critical hits. You must declare that the attack is being made with both parts of the weapon, consuming ammunition normally.

All In

Starting at 10th level, you understand that whoever is in the rain is supposed to get wet. Once per round, when attacking with your Astra, if you are successful, you can spend 3 Bravery points for the attack to be considered a critical hit with its dice multiplier increased by 1 (this attack does not recover Bravery points) , when you do this your AC decreases by 2 until the end of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) per long rest.

When you reach 13th level, you can make additional uses of this feature by spending 4 bravery points. Additionally, when you roll a natural 20, you can make a new attack.

Scratch

Starting at 13th level, your body is already so traumatized that it appears to move on its own to avoid harm. When you are the target of a successful attack, you can spend 3 Bravery points and negate the attack before the damage is rolled. You can do this a number of times equal to half your long rest proficiency bonus.

I Am Danger

At 17th level, you achieve a supernatural ability to survive deadly situations. Once per long rest, you have advantage on death saving throws. Once stabilized, you cannot use this feature again until you complete a long rest.

Deadman Walking

Once you reach 20th level, your opponents are dead, they just need to be reminded of it. You gain +4 to your Dexterity or Wisdom score of your choice, up to a maximum of 24. Additionally, you gain the greatest enhancement to your combat style:

  • Medium Weapons. Once per round when hitting a target within 5 feet of you with a firearm, you can spend 5 bravery points to cause the attack to count as a critical hit with its dice multiplier increased by 2 and deal your Marksman level as additional damage (this additional damage is not multiplied by the critical hit). If you roll a natural 20 on this hit, the multiplier increases by 3 instead of 2.
  • Bayonet. Every time you enter combat, your runic power acts on your entire nervous system, causing you to have a different perception of time, which seems to run more slowly. You can make up to 4 firearm attacks in a turn, for each attack that hits a different creature that turn, you deal your Marksman level as additional damage.

Desperado Trail

The Desperado fights with skill, cunning, and a quick trigger. In constant movement, his reflexes are superior, shaped to dodge fast shots through a strange premonition.

Desperado Style

When choosing this path at 1st level, you also choose a signature style from the following and your starting firearm has capacity increased by 1 (both your weapons, if you choose Akimbo). Your Astra should always be your style weapon:

  • Short Weapons. Applies to light firearms, you learn to use them masterfully using your second hand as support, increasing accuracy. When using a short firearm, you gain half your proficiency bonus to attack and damage rolls with those weapons.
  • Akimbo. Applies to light firearms, you use one in each of your two hands. You can use a bonus action to Attack with a light firearm. You can perform Astra's ritual on your second weapon, but it only receives half of Astra's proficiency bonus to damage.

Duelist

At 1st level, you understand the principles behind duels, knowing well how to avoid being hit. If you are not wearing any armor, when you take a Dash action you gain half your proficiency bonus as a bonus to your AC until the start of your next turn, an additional 10 feet of movement until the end of this turn, and an additional 5 feet of additional movement until the end of your next turn. Using this feature repeatedly only resets the bonus to +10, it does not stack.

Also at 1st level, when not wearing any armor or wielding a shield, you gain Unarmored Defense, your Armor Class will be 10 + your Dexterity modifier + your Wisdom modifier.

Quick Reflexes

From the 3rd level on this path, your body responds automatically to the presence of danger. You gain 10 feet of additional movement while you are unarmored or wearing light armor. Additionally, you can take the Dash or Disengage action as a bonus action.

Quick Draw

At 6th level, you have learned to keep your eyes open on your surroundings and your hand close to your weapon. You add your proficiency bonus to initiative rolls. When surprised, you can spend a Bravery point to make a single attack with a one-handed firearm.

Additionally, you can spend a number of Bravery points equal to the number of attacks you can make in a turn, to give an Overload of runic energy to your Astra or Astra pair, taking them beyond their its limits. During a round, all your attacks that land are considered critical hits, at the end of that round, the overloaded weapons break. Criticals caused by the use of this characteristic do not recover Bravery points.

Upon reaching the 11th level, instead of being broken, the weapon becomes unusable until maintenance is carried out, which takes one hour.

Dodge Roll

Starting at 10th level, you have learned to dodge ranged attacks. As long as you are on the ground and are hit by an attack from a source you can see beyond 10 feet of you, you can use your reaction to dodge, you must do this before you know the amount of damage taken. When you do this, you must use your speed, and if you move at least 5 feet, you reduce the damage taken by an amount equal to your Dexterity modifier. While moving in this manner, enemies have disadvantage on attacks of opportunity made against you.

Itchy Finger

Itchy Finger Starting at 13th level, when you attack, you also attack. You can attack three times instead of two whenever you take the Attack action on your turn. Additionally, when performing an Overload your weapon just jams.

Improved Quick Draw

At 17th level, you are the first to fire, so you can survive. You have advantage on any initiative check and you cannot be surprised while you are conscious. Additionally, when executing an Overload your weapon does not change.

Diablero

Upon reaching 20th level, you receive the greatest enhancement to your combat style:

  • Short Weapons. Every time you enter combat, your runic power acts on your entire nervous system, causing you to have a different perception of time, which seems to run more slowly. You can make four attacks in one turn.
  • Akimbo. Adrenaline runs through your body naturally at all times. You are immune to slowing effects and every time you roll a natural 20 on an attack roll, you can take your attack action again, this effect can only happen once per round.

Ravasz Trail

All marksmen have Runic power, however, the Ravasz enhances this runic power through magic, casting spells that are fired through his shots. A dangerous and deadly combination.

Ravasz Style

When you choose this path at 1st level, you also choose a signature style from the following and your starting firearm has capacity increased by 1. Your Astra should always be your signature style weapon:

  • Light. When you choose this style, your spell DC increases by an amount equal to your Dexterity modifier.
  • Averages. When you choose this style, your spells that affect an area receive an additional 5 feet. This bonus increases to 10 feet at 7th level Marksman and to 15 at 14th level Marksman.
  • Long. When you choose this style, your spells gain additional range equal to 5 x your proficiency bonus in feet (this does not affect personal range or touch spells).
  • Cannons. When you choose this style, your spells that deal damage receive your proficiency bonus + your Wisdom modifier for additional damage.

Spellcasting

Spellcasting Marksman
Level Cantrips
Known
Spells
Known
Mana
Points
Maximum
Spell Level
1st 2 - - -
2nd 2 - - -
3rd 2 3 4 1st
4th 2 4 6 -
5th 3 4 8 -
6th 3 4 9 -
7th 3 5 10 -
8th 3 6 13 2nd
9th 3 6 14 -
10th 4 7 15 -
11th 4 8 16 -
12th 4 8 17 -
13th 4 9 20 3rd
14th 4 10 21 -
15th 4 10 22 -
16th 4 11 23 -
17th 4 11 24 -
18th 4 11 25 -
19th 4 12 28 4th
20th 4 13 30 -

When you choose this Trail at 1st level, you learn to use runic essence to channel spells. See Chapter 10 for general spellcasting rules and the Marksman spell list.

Spell Lists

You gain access to the Marksman spell list. Through certain Heritages, Enhancements, or even through apprenticeship, you can learn new Spell Mysteries, granting you additional spell lists.

You cannot use another Class's spell list to learn or replace a spell when you level up in that Class.

Cantrips

You know two cantrips of your choice from the spell lists you have access to. You learn additional cantrips of your choice from these lists at higher levels, as shown in the Cantrips Known column of the Marksman Spellcaster table.

Mana

The Marksman Spellcaster table shows the amount of Mana points you have available to cast your spells. To cast a spell, you must spend an amount of Mana points corresponding to the spell's level as explained in Chapter 10: Magic. You regain your Wisdom modifier in mana points when you complete a long rest and all your Mana points when you complete a full rest.

For example, if you want to cast the 1st level spell thunder wave you must spend 2 Mana points to cast it, but if you wish to cast it as a higher level spell, instead of 2 points, you must spend an amount of Mana points corresponding to the desired level, such as 3 points to cast it as a 2nd level spell or 5 to cast it at 3rd level.

1st Level and Higher Spells Known

At 3rd level, you learn three 1st-level spells of your choice from the spell lists you have access to.

The Known Spells column in the Marksman Spellcaster table shows when you learn more spells from these lists, of your choice. Each of these spells must be of a level equal to or lower than your Maximum Spell Level, as shown in the table. For example, when you reach 8th level in this Class, you can learn a new 1st- or 2nd-level spell.

Additionally, when you gain a level in this Class, you can choose a spell you know and replace it with another spell from a spell list you have access to, which must also be equal to or less than your Maximum Spell Level.

Spellcasting Attribute

Wisdom is your attribute for casting Marksman spells, as your magic comes from your attunement to your runic power. You use your Wisdom whenever a spell refers to your spellcasting attribute. Additionally, you use your Wisdom modifier to set the saving throw DC for the Marksman spells you cast and when you make an attack roll with a spell.

DC for your spells = 8 + your proficiency bonus + your Wisdom modifier
Spell Attack Modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

You can use your Astra as a focus for casting your Marksman spells.

Enchant Ammo

Starting at 3rd level, you become able to enchant your ammunition with your spells. To enchant an ammunition, you must cast the spell as you normally would, however, instead of the spell's effect being performed, the magic is channeled into the ammunition. You can only enchant ammunition with spells that deal damage.

An ammunition remains enchanted for 48 hours, until used or if it is 320 feet away from you for 8 hours. You always know which ammunition is enchanted and which spell is in it, as well as how long it lasts. This enchanted ammunition only works when fired by you through your Astra, if it is used by another person or another weapon, it acts like normal ammunition and loses its enchantment.

If you hit a creature with enchanted ammunition, it will receive normal damage from your weapon in addition to the effects of the magic present in the ammunition. If the spell in the ammunition requires a saving throw, the creature hit by the attack must do so with disadvantage, in addition, if the spell has an area effect, the area affected by the spell is centered on the creature hit by your attack. The maximum level of magic you can use to enchant ammunition and your enchanted ammunition limit depends on your level as a Marksman.

  • 3rd level. You can enchant up to 2 rounds of ammunition with Cantrips.
  • 8th level. You can enchant up to 2 pieces of ammunition with 1st level spells, in addition to the previous pieces of ammunition.
  • 13th level. You can enchant up to 2 pieces of ammunition with 2nd level spells, in addition to the previous pieces of ammunition.
  • 19th level. You can enchant up to 1 ammunition with 3rd-level spells, in addition to the previous ammunition.

Runic Shooter

Upon reaching 6th level, you become able to shape arcane energies through your Astra using your magical energy. At the start of your turn, you can perform one effect from the list below:

  • Chanel.When performing an Attack action with your Astra, you can spend 1 Bravery point to cast the Trick eldritch blast along with the attack. For each ray created by the spell beyond the 1st, you can direct it to the same target without the need for a new Attack roll, however, each additional ray has its damage reduced to 1d6.
  • Elemental. By spending 1 Mana point, until the start of your next turn, all your attacks made with your Astra now cause elemental damage. You must choose the type of damage caused according to an element you have access to. Additionally, at 11th level Marksman, this damage becomes magical.
  • Recharge. By spending 2 Mana points and 1 Bravery point, you make your Astra automatically charge itself to its maximum capacity with a spectral ammunition. This ammunition lasts for up to 10 minutes inside the weapon, dissipating if removed or 1 round after being fired.
  • Revitalization. Using an Attack, you can spend 2 Mana points and 1 Bravery point to create healing ammunition in your Astra. When a creature is hit by one of these munitions, it takes no damage, but rather recovers 3d8 + your Wisdom modifier in hit points. When warned, an ally may voluntarily be shot by this ammunition, causing their AC to be considered 10 for you. For each additional point of Mana, the target regains 1d8 additional hit points.
  • Lead Rain. When you cast a spell that deals damage in an area, you can spend 2 additional mana points and 4 Bravery points to channel the spell through your Astra. When you do this, targets hit by the spell also receive damage from your Astra.

Additionally, you can enchant additional ammunition with Cantrips, using your Enchant Ammunition class feature, in a number equal to your Wisdom modifier per long rest.

Ethereal Control

Once you reach 10th level, noticing the lines of magic becomes commonplace for you. You can cast the spells identify, invisibility, see invisibility and darkvision using 1 Bravery point instead of mana points.

Runic Trigger

Once you reach 13th level, channeling your runic essence through your astra is commonplace. Choose a 1st-level spell you know, you can use that spell as a bonus action.

Runic Mark

At 17th level, the spell's lines can be modified slightly by your ability. You can use a bonus action to cast an invisible mark on a creature you can see, this mark lasts until the creature is reduced to 0 hit points or until you use a bonus action to remove it, only one creature can be marked at a time. If you can no longer see the creature, this mark is undone. While the creature has this mark, your magic attacks made against it are made with advantage. You can do this once per long rest, and when you reach 19th level, you can spend 2 Bravery points for additional uses.

Infusion Master

Once you reach 20th level, imbuing magic into your Astra becomes as natural as firing it. Choose a 2nd level damage spell that you know, you must mark a runic glyph on your Astra. When making an attack with your Astra, you can spend 1 Bravery point and cast the spell without spending mana points. You can exchange this glyph once per long rest spending 1 hour of work.

Vanator Trail

The Vanator is an expert in terrain or distance, his styles reflect this, a marksman who knows how to take advantage of the distance between him and his opponents or has knowledge of the terrain and how to use his weapon to gain advantages in combat.

Vanator Style

When you choose this trail at 1st level, you also choose a signature style from the following and your starting firearm has capacity increased by 1. Your Astra should always be your signature style weapon:

  • Long Weapons. Applies to long firearms. When using a long weapon, your normal range and maximum range increase by 50% and attacks made within your normal range have a bonus equal to half your proficiency bonus on your Attack rolls.
  • Cannons. Applies to cannon category firearms. The Strength value of these weapons is reduced by an amount equal to half your proficiency bonus and the explosive area may increase by 5 feet for you.

Fast Shot

At 1st level, your aim and trigger act in harmony. When you or an ally within 20 feet of you are targeted by an attack from a creature within your weapon's normal range that is at least 20 feet from you, you can use your reaction to make an attack against that creature.

In Sight

When you reach the 3rd level of this Path, your perception of combat is more refined. By spendiverng 1 Bray point, you can mark a target you can see, a mark that lasts until the end of combat or if you mark another target. You gain a +2 bonus to your attack and damage rolls against the marked target.

If your style is Long Weapons, when you successively hit an enemy twice with your Astra, your next attack adds your proficiency bonus + your Dexterity modifier to the damage. Additionally, once you reach level 10, you must only hit the enemy once before this bonus takes effect.

If your style is Cannons, you are able to control the explosion area of your Astras, reducing the chances of hitting allies. Creatures you choose in the blast area make the blast save with advantage and add a bonus equal to your Wisdom modifier to the roll. At level 6, this bonus is doubled and at level 12 it is quadrupled. On a success, they take no damage and on a failure, they only take half damage.

Sharp Eyes

When you reach level 6, your eyes are trained enough to look for certain signs. You gain proficiency in Investigation and Perception, if you already have proficiency in one of these skills, you gain specialty instead. Additionally, your attacks with your Astra now ignore half cover.

Master of Conditions

At 10th level, making the most of your situations and conditions is routine. You receive an upgrade based on your style:

  • Long Weapons. Using your Astra, when you score a critical hit or reduce a target's hit points to 0, you can surpass that target. You must make a new attack with disadvantage, against a target that is behind that target, in a straight line from you within range of your weapon, without having to expend new ammunition to do so. You can make this additional attack a number of times equal to your long rest proficiency bonus.
  • Cannons. When you land an attack with the cannon, the range of the explosion can increase by 5 feet and the CD for the explosion increases by a value equal to your Wisdom modifier.

Acrobatic Dodge

When you reach 13th level, you can perform an impressive acrobatic move to get out of your opponent's zone. You can now use the Disengage action using a bonus action. When you do this, you can make an Acrobatics check to make an attack against a target that you have left the attack area. If the test exceeds the target's AC, you make an attack against that target, if the roll is lower, you miss the shot, using up ammunition normally.

Master of Opportunity

Once you reach level 17, doing the most with little becomes routine for you. You have a new enhancement to your style:

  • Long Weapons. When executing a Runic Shot, if the target fails the save, you restore the spent Bravery point. If the attack is a critical attack, the target is also Stunned until the start of its next turn.
  • Cannons. Moving out of an opponent's reach no longer causes attacks of opportunity. Additionally, when you fail a saving throw, you can spend Bravery points to cover the necessary difference and force a success.

Reaper

Upon reaching 20th level, your shots are contracts signed by death. You receive the biggest enhancement to your combat style:

  • Long Weapons. When you hit an opponent with 100 health points or less, you can spend your Bravery points to deal a fatal blow. The target must succeed on a DC 8 Constitution saving throw + your proficiency bonus + your Wisdom modifier + the valor points spent. On a failure, the target dies. If successful, the target takes damage normally. If the target dies, you do not recover Shooter's Bravery, either by confirming a critical hit or dealing a fatal hit.
  • Cannons. When you hit a target with a style weapon, you receive a damage bonus equal to your Marksman level. You can use this bonus on only one attack per round.