Fighting Style
Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Second Wind
On your turn, you can use a bonus action to regain hit points equal to 1d10 + your ronin level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge
On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Trick Shot
Once per turn when you fire bullet from a firearm without the loading quality as part of the Attack action, you can apply one of your Trick Shot options to that bullet.
You decide to use the option when the bullet hits, unless the option doesn’t involve an attack roll.
You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.
Tricks
Piercing Bullet. You briefly set your bullet out of quantum phase with reality. When you use this option, you don’t make an attack roll for the attack. Instead, the bullet fires forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The bullet passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the bullet, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
Banishing Bullet. You use engrammatic tech to try to temporarily digitize your target, rendering them briefly nonexistent. The creature hit by the bullet must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
Hear the Singing in the Wires
If you can get within ten feet of a generator or transmission line that feeds power to a building, fortification, or complex, you can learn about one piece of major high tech equipment that is powered by that system, and its approximate location within the building, as if [Locate Object] had been cast. As long as you stay within ten feet of the powerlines running through the building, you can continue the effect.
Examples of high tech equipment that can be located using this feature: Clone vats,, Sense-tanks, Cryopods, Teleporters
Sensitive Ears
You have advantage on Perception Checks made with hearing.
Long Tail
You have advantage on Acrobatics Checks
Monkey Feet
You have a climb speed equal to your walk speed.
Features & Traits