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Gun Themed Subclasses

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Gun Themed Subclasses

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GUNS AND GUNSLINGERS prc Ulan A compendium of firearms, feats and subclasses for the world's greatest roleplaying game CONTENTS REARM MECHANICS 3 FIREARM PROPERTIES ars New Fears : 4 SUBCLASSES 5 Cieric - MarksMAN DoMAIN. 5 FIGHTER ~ GUNSLINGER vow sx PALADIN - OATH OF THE DESPERADO........8 WARLOCK - THE BLACK POWDER BARON...? tlt CRrepITS Onrcrna Matt Mercer bnttps://wwu.drdbeyond.com/subclasses/gunslinger Firearms and the gunslinger subclass started off from this Aer Page 1 - Michael Whelan Page 3 ~Scott Austin Page 4- onetruebears Page 5 - Joseph Descallar Page 6 - Shaun Linn Page 7 - @ohpleasestopit Page 8 - Ryan DeMita Page 9 -Clonerh Page 10 - Garrie Gastonny —_—eoeoeoeoo MARKSMAN DOMAIN (Clerics of this domain are sent by more violent gods to peform dirty work with dirty weapons. With a focus on integrating their combat into casting into spellcasting, they can swap between the two interchangably. GUNSLINGER Gunslingers are generally heralded as the originators and innovators inthe world of firearms, Gunslingers like to fll people with holes and dont care which gun they do it with, often carrying afew for good measure OATH OF THE DESPERADO. ‘These Paladins have a set of beliefs that they hold dear and they're not letting anyone get in the way of that. While most of, this ilk stay elose, Desperado paladins value the ability to keep some distance and shoot with unerring accuracy. THE BLACK POWDER BARON Warlocks to this patron may find themselves with experimental unreliable weaponry or capabilites, gifted to sate a morbid curiosity. Warlocks like these never really know what they're going to get, having a versatile skill set and are subject to luck's mercy. FIREARM PROPERTIES -arms are a new, volatile technology, bringing their own unique set of weapon properties. ‘Some properties are followed by a number, and this number signifies an element ofthat property (outlined below) These properties replace the ‘optional ones presented in the Dungeon Master's Guide. Firearms are ranged weapons. Reload. The weapon can be fired a number of times equal toits Reload score before you must spend 1 attack or 1 action to reload. You must have a free hand to reload. Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon's Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check, using Dexterity (DC equal to B+ misfire score) If your check fails, the weapon is broken and must be ‘mended during a short or long rest ata quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon's misfire score by I Loud. Whenever you shoot this weapon, it creates a sound audible out to a range, in feet, specified in the property ‘Scatter. When you make an attack with a firearm that has the Scatter property, you may choose one other ereature within 5ft ofthe original target. IFthe attack roll would hit them, they take one dic ofthe weapon's damage. This property does not function ifthe weapon misfires. AMMUNITION. Al firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker's Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price ‘SPECIAL. Palm Pistol You can easily attempt to conceal this firearm san action. When you do so, people tring to find or spot this weapon hidden on you suffer disadvantage to do so. FIREARMS Name Cost Ammo Damage Weight Range Properties Palm Pistol SOgp 2gp (20) 1d8 piercing 1 lbs (40/160) Light, reload 1, misfire 1, loud 30, special Pistol -150gp 4gp (20) 1d10 piercing 3 lbs (60/240) Light, reload 4, misfire 1, loud 100 Musket 300gp Sgp (20) 1412 piercing 10 lbs (120/480) Two-handed, reload 2, misfire 2, loud 150 Pepperbox 250gp 4gp (20) 1d1Opiercing 6 Ibs (80/320) Reload 6, misfire 2, loud 120 Blunderbuss 300gp Sep (5) 2d8 piercing 10 bs (20/60) Reload 1, misfire 2, oud 180, scatter Bad News Crafted 10gp (5) 2d12 piercing 25 lbs (200/800) Two-handed, heavy, reload 1, misfire 3, loud 300 Paddle-Foot Pistol Crafted 6gp (20) 2d4 piercing 4 lbs (30/90) _Light, reload 4, misfire 3, loud 160, scatter Sawed-Off Crafted 12gp (10) 2d6 piercing 7 Ibs (15/40) Reload 2, misfire 3, loud 210, scatter — ges ge FEATS AKIMBO SHOOTING Prerequisite: Proficieney with atleast I firearm with the Light property You've practised with a gun in both hands, adopting it as your ‘own style. You gain the following benefits: + You can engage in two weapon fighting with light firearms, instead of only light melee weapons. ‘Engaging in ewo weapon fighting does not restrict your ability to reload or fix firearms. + When you reload a firearm whist holding one in both hands, you can reload both guns at once, FIREARM MASTER ‘You have practised with a variety of firearms, granting you the following benefits + Increase your Dexterity by 1, toa maximum of 20, » You gain proficiency with Tinker's Tools and four firearms ‘of your choice. You use your Dexterity to fix your firearms GUNSLINGING ADEPT Prerequisite: Proficiency with atleast I firearm. ‘Your training with guns has began to pay off. You gain the following benefits: + You learn two trick shots of your choice from among those available to the Gunslinger archetype in the fighter class This trick shot eannot be limited by level Ifa trick shot you use requires your target to make a saving throw to resist the tick shots effects, the saving throw DC equals 8 + your proficiency bonus + Dexterity + You gain one grit point (this point is added to any grit points you have from another source) This point is used to fuel your trick shots. A grit point is expended when you use it. You regain 1 expended grit point when score a critical hit with a firearm attack or deal the finishing blow to creature with CR equal to or greater than 1/3 of your character level + You may spend one grit point to fix a misfired (but not broken) fi arm as a bonus action. Scarrer SHOT Prerequisite: Proficiency with at least I firearm with the ‘Scatter property Where others took guns as a tool for precision, you missed that memo and decided you didn't need to be accurate, ranting you the following benefits ‘+ When using firearm with the scatter property, you do not suffer disadvantage from being within Sf. of an enemy. + You can add your normal damage modifier to damage dealt from the Scatter property to-a second target + When you rolla 1 of 2 on a damage die for an atack you make with a seatter weapon, you ean reroll it and must take the new result. This also applies to damage dealt to a ‘secondary target through the scatter property MARKSMAN DOMAIN deity involved inthe Marksman Domain is gencrally less focused on how a problem gets solved and more that it does. This isnot to say that they are all lawless - some being the exact opposite instead choosing to wilise the innovations of ficearms as a way to get a job IO cor sich aed city Goce of te demas may revel in death or ingenuity, and tend tobe any alignment, just little less nice than normal. They might send their cleries to tie up loose ends or keep people inline wit their personal morals. SUBCLASS FEATURES Level Features Ist_ Firearm proficiency, Guided Repairs 2nd Channel Divinity: Early Warning. 6th Channel Divinity: Faceoff 8th Divine Strike 17th Narne Domain SPELLS eric Level Spells st Guiding Bolt, Hunter's Mark 3rd Branding Smite, Rope Trick Sth Fly, Lightning Arrow 7th Freedom of rroverent, Mordenkainen's Faithful Hound 9th Conjure Volley, Legend Lore REARM PROFICIENCY {At Lat level you gain proficiency with firearms and Tinker's Tools. Gunep REPAIRS From Ist level you can call upon your god to quickly do ‘maintenance. As a bonus action, you can reload a firearm or attempt to fix a broken (but not misfired) firearm, You can use this feature a number of times equal to your Wisdom modifier (a minimum of once) You regain all expended uses when you finish a long rest. Cxannet Divinrry: EARLY WARNING Starting at 2nd level. you can use your Channel Divinity to ensure one creature is ready when things go south. As a reaction when you or a willing creature within 30 feet of you rolls initiative, you may use your Channel Divinity to set their initiative score to 20. You must do this before they roll and before you know the rest of the initiative order. CHANNEL DIvINITY: FACEOFF By 6th level you can also use your Channel Divinity to dish ‘out punishment to multiple enemies at once. As an action, you can use your Channel Divinity and choose a number of ‘enemies that you can sce within your firearms first range incriment, up to your Wistlom modifier (a minimum of one) You make firearm attack against each of those creatures, in an order of your choosing, ‘You may substitute any of these attacks for a reload, or reload via another method between attacks. Driving STRIKE Starting at 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your ‘urns when you hita creature with a weapon attack, you can cause the attack to deal an extra 148 piercing damage. When you reach 14th level, the extra damage increases to 248. Compat Macic AUITth level when you use your action to cast a cleric spell you can make one firearm attack as a bonus action. ‘Additionally, when you use your Channel Divinity: Faceoff feature, you can apply your Divine Strike to every hit, instead of ust one, provided you have not already done so this turn. GUNSLINGER MARTIAL ARCHETYPE ; ost warriors and combat specialists a spend their years perfecting the classic arts of swordplay, archery or pole arm afr tacties. Whether duclistor infantry, GD crastal weapons were seemingly perfected long ago, and the true challenge is to master them, However, some minds couldn't stop with the innovation of the crossbow, Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingensity may become the ir to ereate, and deftly wield, the first firearms, ‘This archetype focuses on the ability to design, craft, and utilize powerful yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can ‘ccasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world ‘where the arcane energies that rule the elements are ever present. ‘Should this path of powder fire, and metal call to you, keep your wits about you, hold on to your convictions as a fighter, and let skill meet luck to guide your bullets to strike true. ‘Suscass FEATURES Level Features 3rd. Firearm Proficiency, Trick Shots 7th Quickdraw Oth Lightning Reload 15th Trained Professional 18th. Vicious Intent, Hemorrhaging Critical FIREARM PROFICIENCY Starting at third level, when you choose this archetype, you iain proficiency with firearms and Tinker's Tools. TRIcK SHOTS Also at 3rd level you to wield your weapon with a brutal type of finesse, ‘Trick Shots: You learn two trick shots of your choice, which are listed under "Trick Shots’ below. Each trick shot «will specify when you can use it You can only use one trick shot per attack ‘You learn one additional trick shot of your choice at 7th, 10th, 15th and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one. Grit: You have a number of grit points ‘equal to your Intelligence. ‘modifier (minimum 1) which can be wsed to fuel trick shots, You regain 1 expended grit point when score a critical hit with a firearm attack against creature or deal the finishing blow toa creature with CR equal to or greater than 1/3 of your character level In addition, you and may spend one ait point to fix a misfired (but not broken) firearm as a bonus action. You regain all grit points after a short or long rest. ‘Saving Throws: Some of your trick shots require your targets to make a saving throw to resist the trick shot's cffect, The saving throw DC is calculated as follows: ‘Trick Shot Save DC = 8 + your proficiency bonus + your Intelligence modifier QuickpRaw ‘At 7th level. you can add your proficiency bonus to your initiative modifier Additionally, you gain an extra item interaction which can only be used to draw or holster a firearm. Licutninc RELOAD ‘Starting at 10th level you ean reload any firearm as a bonus TRAINED PROFESSIONAL By 15th level you've learnt to fix your firearms even faster than before. You can use an attack to try and fix a misfired (but not broken) firearm, rather than an action, Vicious INTENT [At 18th level your firearm attacks score a critical hit on a roll of 1920, HEMORRHAGING CRITICAL Upon reaching 18th level whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn. Trick SHOTS ‘The trick shots are presented in alphabetical order. Some trick shots require you to be level 15 or above. You may only have two of these trick shots ata time. Bloody Trail (level 15). When you hit a creature with a firearm attack, you can spend two grit points to make them bleed profusely: While bleeding, they do not benefit from invisibility and anybody trying to track them or spot them hiding gets advantage. tthe end of each of their turns, the target makes a Constitution saving throw. Ifthey pass three times, the effect ends. If they fail three times, they stop making saves and the effect lasts for 1 hour. Counterbullet (level 15). Asa reaction when you see a spell being cast, you can spend two grit points to make a single firearm attack against the spelleaster. The spell must hhave at east one somatic or material component. Iit hits, they take no damage but must make a Constitution saving throw or fail to cast the spell and waste that casting, Curving Bullet. When you miss a firearm attack and did ‘ot misfire, you can use your reaction to spend one grit point tomake that shot redirect to another target. The new target ‘must be within 5 ft ofthe frst target, or in a line directly bbchind them. Roll another attack against the new target, ‘which cannot misfire or benefit from other trick shots and oes not consume addition ammunition. Deadeye. When you make a firearm attack, y fone grit point to gain advantage on that attack. Fickle Devastation (level 15). When you make a firearm attack that does not already have disadvantage, you can spend two grit points to impose disadvantage on the attack rol Ifyou hit the attack isa critical hit. ‘A critical hit scored through the use of this trick shot does not regain you a grit point. Hostage Situation (level 15) As an action, while holding a firearm, you may spend two grit points to (ry threaten one creature within your firearm's normal range. Ifthe target ‘moves or tries to make an attack, you may make an attack against them with with the held firearm as a reaction. Ifthe attack hits, the target takes normal damage and either has their speed reduced to 0 until the star oftheir next turn oF the attack automatically misses. ‘This effect ends if you have not used your reaction on i before the end of your next turn or used your action on a ssubsiquent turns to sustain it, at no extra grit point cost. You can only move up to half of your speed on a turn you use your action to sustain this, - (Out Of The Ais. As a reaction when you see an enemys ‘making a ranged weapon attack, you can spend one vit point to make a firearm attack against the a projectile. The enemy's projectile has an AC equal (0% the opponent's attack roll. Ifyou bit, their attack uutomatically misses. ‘You may use this trick shot after seeing the ‘number rolled, but before itis determined ifthe attack hits. can spend Piercing Shot. When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearms misfire score. On a hit, the ereature suffers normal damage and you make an attack rll against up to three creatures in a line directly behind the target within your first range increment. Only the intial attack can misfire and regain grt points from a critical hit. Polite Deterrent. When you hita creature with a firearm attack, you can spend one grit point to foree the target to make a Strength saving throw. On a failure, itis pushed away from you a number of feet equal (o §* your Intelligence ‘modifier (minimum ft). ‘Smoke Round. As an action, you may shoot once with a firearm you are holding and spend one or more grit points, Roll o misfire with that weapon. Ifyou do not misfire, sphere of heavy obscurement with a radius equal to Sf. times the number of grit points spent is created, centred on your current space. This lasts until the start of your next turn oF until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Ifyou misfire, only your current space is obscured and the gun misfres as if had been a regular attack. ‘To The Ground. When you hit a creature witha firearm attack, you can spend one grit point to foree the target to make a Strength saving throw. On a failure, itis knocked prone. Violently Deescalate. When you hit witha firearm attack, you can spend one grit point to force the target to make a ‘Strength saving throw. On a fai the creature drops the ‘weapon and itis thrown a number of feet behind them equal to 5 * your Dexerity modifier (minimum 5 ft). "Warning Shot. As an action, you may spend one grit point to attempt to frighten a creature that you take a shot at. This shot is an automatic miss, but can still misfire and consumes, ammunition. The target must make a Wisdom saving throw fr become frightened of you for one minute. Also, at the end of their turn, they can repeat the save to end the effect early. OATH OF THE DESPERADO he Oath of the Desperado is one that has a tendency to come and go throughout history, though there is perpetually « handful of members at the very least. Paladins who swear this Oath seek not to be a shining beacon of, ‘what's good and just, but what they believe to be right, whether that be because a god ‘decreed itso, it’s tradition to their people or simply a strongly held belief. As such, they are generally not recognizable by ‘what they do, but their methods and drive. TENETS OF THE DESPERADO ‘The tenets of the Oath of the Desperado exist amongst individuals, picked up and passed down through no set. means, Members of this Oath often embody these key principles. Shoot First. Your justice is simple: whoever shoots and kills frst is usually considered tobe right. ‘Teach Them Their Place. Those who step out of line against you should learn quickly where they belong. Be Steadfast. Never falter in what you believe is right; only 0 into something you're sure about. ‘SuBcLass FEATURES Level Features 3rd_ Channel Divinity, Oath Spells, Firearm Proficiency 7th Trancendant justice “ith Experienced Duelist 15th Bullet Time Oar SPELLS ‘You gain oath spells at the paladin levels listed Paladin Level Spells 3rd Command, Expeditious Retreat Sth Invisibility, Misty Step 9th Enemies Abound, Thunder Step 13th —_Banishment, Freedom of Movement 17th Far Step, Mislead CHANNEL DiviNITy When you take this oath at 3rd level you gain the following ‘wo Channel Divinity options. Divine Armaments. As a bonuts action, you can summon a pepperbox that cannot misfire, along with 6 bullets for it. The ‘weapon is summoned fully loaded, and it cannot use any other ammunition, You get bonus to attack and damage rolls with this ‘weapon equal to your Charisma modifier (minimam 1) and can divine smite on ranged attacks using i, provided that the enemy is within 608. At 11th level this bonus extends to improved divine smite ‘The summoned weapon lasts until you use an action to dispel it, you expend all 6 bullets or you take a short or long. Reconstruct. As a bonus action, one firearm you are holding is automatical fixed ifit was misfired but not broken, and that firearm is reloaded. FIREARM PROFICIENCY Upon taking this Oath at 3rd level you gain proficiency wi firearms and Tinker's Tools. ‘TRANCENDANT JUSTICE ‘Starting at 7th level, you wield firearms with divine fury. When you hit an enemy that you are within 10 feet of with a firearm attack, you can ignore the restriction on using a melee weapon for divine smite. At L1th level, this bonus also applies to improved divine smite. At 18th level, you can smite if you are within 30 feet ofthe enemy, rather than 10. EXPERIENCED DUELIST By 15th level, you've learnt to see the signs of when a fight is about to bredik out and how to aet accordingly, You can add ‘your Charisma modifier to your initiative rolls. BuLLeT TIME Act fory Imi ‘wins os THE BLACK POWDER BARON tinkerer, and a pioneer in the world of, engineering when they show their face. While that is infrequent, itis highly impactful, and their warlocks are one example ofthis. You are their first source of feedback for all oftheir new devices. In other words, you're the test dummy. Beings ofthis sort are varied, not specifically limited by anything, but likely quite involved our patron is known for being somewhat of a ‘Susciass FEATURES Level Features Ist Firearm Proficiency, Experimental Weaponry 6th Curious Translocation Voth Sudden Hemorrhage V4th Infused Arcana EXPANDED SPELL List ‘The Black Powder Baron lets you choose from an expanded list of spells when you learn a warlock spell The following, spells are added to the warlock spell lst for you. BLAck PowpeRr BARON EXPANDED SPELLS Spell Level Spells Ist Detect Magic, Zephyr Strike 2nd Branding Smite, Nystul's Magic Aura 3rd Lightning Arrow, Lightning Bolt 4th Fabricate, Mordenkainen's Private Sanctum Sth Banishing Smite, Skill Empowerment x FIREARM PROFICIENCY At Ist level you gain proficiency with firearms and Tinker's Tools EXPERIMENTAL WEAPONRY ‘Starting at 1st level your patron has agreed to "upgrade" your armaments, When you finish along rest, ou can touch one firearm that lacks the two-handed property and cause itto disappear. This effect lasts until you finish a long rest. ‘When you take the attack action, or as a bonus action, you ‘can summon this frearm into your hand with afew minor changes. Roll on both the positive and negative Experimental Weaponry tables (at the end of this subclass), applying both cffects to your firearm. Ifa pair of positive and negative rolls are the same, neither takes effect -unless they are 12s. [tthe end of each of your turns, you can choose to dismiss this (no action required) A summoned firearm is. automatically dismissed after one minute, unless itis broken. Curious TRANSLOCATION A 6th, you may pass through one of your patron's experimental planes to getaway. As an action, you can teleport up to 15 feet away to a point you can sce and roll 1d4 con the table below. ‘Once you use this feature, you can't do so again until you finish a short or long rest. 4 Berefit 1 You turn invisible until the start of your next turn. 2 Allfirearms on your person are fixed and reloaded. 3 You can immediately make one firearm attack against a Creature within range as part of the same action. 4 Gain 146 + haf of your Warlock level temporary hit points that last untl you take a short rest SuppDEN HEMORRHAGE By 10th level. your weapons are starting to cause secondary effects at unexpected times, When a creature that you have hit with a firearm attack since your last turn targets you with, an attack, you can use your reaction to impose disadvantage fon the roll as their wound opens unexpectedly. INFUSED ARCANA Upon reaching 1th level you can infuse a bullet with a spelh When you use your action to cast a spell with a warlock spell slot, without a range of self, you can delay the effects of the spell As a part of the same action, make a firearm attack. -fthe attack hits, the target take normal damage and the spell is cast on them, ether as the sole target or centre of effect, regardless ofthe spells range. You have advantage in any attack rolls made as part of this spell and the target has. disadvantage on saves made against it I the attack misses, the spell is wasted of ELDRITCH INVOCATIONS ETHEREAL SHOT Prerequisite: Black Powder Baron Patron, Pact of the Tome feature ‘Once per turn, when you attack with firearm, you can, have that shot pass through the ethereal plane. This allows {you to ignore one source of your cover that your target is| behind, including full cover ifyou are aware oftheir location. You can also target a creature on the ethereal plane that you are aware of with this ability, Doing this limits that firearm shot to the first range increment of the weapon, Expiosive Pact WEAPON Prerequisite: Black Powder Baron Patron, Pact ofthe Blade feature You can summon any non-crafted firearm as your pact ‘weapon, fully loaded. In addition, the benefits of your Experimental Weaponry feature extend to any weapon you conjure as part of your pact of the blade feature, but you can only have one summoned at a time, DIsPLACEMENT PORTAL Prerequisite: Black Powder Baron Patron, Pact of the Chain feature ‘When you take the attack action with a firearm, you can, choose to temporarily open a portal adjacent to you and one next to your familiar You decide which way the portal by your familiar faces. You can see and shoot through this portal though it closes at the end of your turn, ‘This only functions when within 100 feet of your familia. EXPERIMENTAL WEAPONRY 612 Positive Effect 12 Negative Effect, 1 No effect. 1 No effect. 2 This weapon and its 2 This weapon and its emissions smells emissions smells shockingly nice, terrible. 3. You cannot be 3. For the next rinute, unwillingly disarmed of this firearm while you are consious. any experimental weapon ll have the traits ofthis firearm 4 This weapon deals an 4 When you misfire with additional 148 damage this weapon, take 28 fon a critica it. force damage 5 This weapon does not 5. This weapon's loud have the loud property. property is doubled. 6 The first range 6 The second range increment fr this increment fr tis weapon is equal to the weapon is equal to the Second. fist 7 Thereload score of 7 The reload score of. this weapon is one this weapon is one higher. lower (minimum of 1) 8 The first shot you 8 The first shot you ‘make with this firearm after every reload has make with this weapon after every reload has advantage. disadvantage. 9 This weapon scores 9 This weapon's misfire criticals on a roll of 19 score is increased by or 20. 1 10 Yourattacks with this 10 Your attacks with this weapon deal an extra weapon do not add 146 force damage. your ability score 11 You have +1d4 to pales attack rolls made with 11 You have -1d4 to this weapon. attack rolls made with 12 Roll twice on this table tis weapon. and gain both effects; 12 Roll twice on this table reroll 12s, and gain both effects; reroll 12s.

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