"Midnight" Clover

## Race Abilities - Lightborn

***Brave.*** You have advantage on saving throws against being frightened, intimidation, and Death saves.

***Natural Speaker.*** You gain proficiency in the Persuasion and healing skills.

***Hope Never Dies.*** If reduced to 0 hit points, you can choose to be reduced to one hit point instead. When this ability is used, your hair glows bright gold in a radius of 10 ft. for three rounds.For these three rounds you are immune to magical attacks. If attacked physically, at the end of the three rounds you loose consousnous for 1d4 rounds or until revived. This Ability can only be used once per long rest.

***Radiant Spirit.*** You know the *light* cantrip. At 5th level, you can cloak your self in a magical Aura. This spell functions as a paladins "Aura of protection". Charisma is your spell casting ability for these spells.

***Defender.*** At 5th level you cast the *Beacon of Hope* spell equal to 1/2 your Charisma Modifier.

***Improved Radiant Spirit.*** At 15th level you control you fear so well that you are now able to expand your Aura to add the "Aura of Courage" ability to it as well and extend the range to 15ft circle.

## Class Abilities - Gunslinger

### The Tongue

Starting at 1st level, you learn an ancient and ritualized language, practiced often by gunslingers and certain secretive societies of old. It is a deliberate and ritualized code of speech patterns and dialect, each syllable containing complex nuances and multiple meanings. Nowadays, only gunslingers and certain guilds opened by the people of the past still know and actively teach this language. This language can only be understood by those that know the tongue.

Additionally, you understand and can write in a set of ancient symbols and written jargon that conveys the messages of the tongue in deceptively short inscriptions. This writing is generally used to tell stories or to write down spells and rituals, and books containing the tongue are treasures often sought out by linguists and wizards alike due to the potential of finding lost magic or rich historical lore contained within in their text.

### Quickdraw

Also at 1st level, your hands are fast as lightning in a shootout. You can stow one weapon and/or draw another as part of your movement or action before needing to take the Use Object action. Additionally, you ignore the loading times for firearms.

### Gun Stunts

Starting at 1st level, you have developed a set of stunts you can use to give you an edge in combat. You gain the following options:

* **Run ‘N Gun.** When you take the attack action on your turn, you can move up to 10 feet as a bonus action.

* **Slinger’s Reflexes.** You can use a bonus action to clear the chamber of a gun that misfired.

* **Stock Strike.** When you make a melee weapon attack using a firearm on your turn, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. Additionally, if the attack hits, you can use your bonus action to not provoke opportunity attacks from the target of the attack until the end of your turn.

### Fighting Style

#### Akimbo

When you take the attack action with a light weapon, you can use a bonus action to make an attack with a light ranged weapon you are holding in your other hand. You do not add your ability score modifier to the accuracy of this attack, unless that modifier is negative.

### Lucky Item

Erudite You gain proficiency in one skill or tool of your choice.

## Slinger's Trail - Myth Breaker

Legend Buster. The crack of your gunshot is a symbol of teamwork as you mark powerful targets for death. When you succeed a firearm attack roll against a creature, the next attack made against the offending creature deals an extra d8 damage on a hit. You can only use this ability on one creature per turn.

## Gun Rules

**Reload:** The reload score refers to how many shots the weapon can fire before it must be reloaded, costing an action. Unless noted otherwise.

**Misfire:** If your attack roll on the d20 is less than or equal to the misfire score, the weapon jams. Fixing it in combat requires an Intelligence or Dexterity Tinker check equal to 10 + misfire score. Failing this breaks the firearm, requiring half the cost of the weapon to repair.

**Scatter:** Weapons with the scatter property may be loaded with scattershells and fired in a cone. Targets caught within make a Dexterity saving throw, taking half damage on a success . You can hit a number of targets equal to your Dexterity Modifier. Therefore if you fire your scattergun into a cone of 6 people, and your Dex is +3 you can only hit the first 3 targets.