Shock Troop

= Shock Troop = Charging into the battlefield like a madman, Shock Troops make their mark by charging their foes head on and killing them outright whether it be through lead or the butt of their gun, carving out a path of carnage through blood and steel.

Close Quarter Tactics
Starting at Level 3, the Sharpshooter’s AC increases by +1 while wearing armor. Attacking enemies within 5 feet doesn’t impose disadvantage on attack rolls made with ranged weapons.

Priority Target
Starting at Level 3, the Gunslinger’s Mark Target turns into Priority Target, allowing any ally within the vicinity to take advantage of Mark Target, giving them advantage on all attack rolls against the marked target. The mark still lasts at 1 minute.

Tough and Reliable
Starting at Level 6, the Gunslinger can now use their firearms as a melee weapon and would have proficiency in doing so. One-Handed Firearms deal 1d6 Bludgeoning Damage, while Two-Handed Firearms deal 1d8 Bludgeoning or 188 Piercing if you mount your Two-Handed firearm with a Bayonet. In addition, the DC Save for Targeting the Legs is now (DC = 5 + Damage dealt).

Break and Shatter
Starting at Level 9, when using the Targeting feature and the enemy is within 5 ft, attacks on the Leg can instead cripple the target and knock it prone instantly, unable to stand up for two turns. If the attack is a critical, the attack destroys the Leg entirely, rendering the target prone and being unable to stand up without help.

Shock and Awe
Starting at Level 17, When combat starts, as long as you aren't surprised, you can draw a firearm, use your movement, and take an Attack action before anyone else even has a chance to roll initiative. No creature can take reactions in response to this special action. Once you have taken this action, every remaining creature, including yourself, rolls initiative and proceeds normally.

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