Bleeding
When you deal damage with this weapon, your opponent suffers 1 HP damage on the next round, and each round thereafter, until they are healed or the bullet is removed.
When you deal damage with this weapon, your opponent suffers 1 HP damage on the next round, and each round thereafter, until they are healed or the bullet is removed.
Against armored opponents, this weapon deals 1d6 volatile damage. On a 5 or a 6, your opponent is stunned until after their next action.
Against armored opponents, this weapon deals 1d6 volatile damage. On a 5 or a 6, your opponent is stunned until after their next action.
You have advantage when parrying an attack with this weapon.
Choose a limb before making an attack, in lieu of dealing damage. If the attack is successful, your opponent drops any object or weapon carried by the limb you target.
Choose a limb before making an attack, in lieu of dealing damage. If the attack is successful, your opponent drops any object or weapon carried by the limb you target.
Your opponent is ensnared by your weapon and must spend their next action to break free. If you choose to keep them ensnared, you forgo your action and your opponent makes a contested Mighty check at +2 for every round beyond the first they are ensnared.
When the first opponent in a round enters your personal space, you may make a single attack available to you as a reaction against them. (This tactic does not grant you extra attacks.)
When the first opponent in a round enters your personal space, you may make a single attack available to you as a reaction against them. (This tactic does not grant you extra attacks.)
A successful attack with this weapon knocks your opponent to the ground until after their next action. You have advantage with attack rolls against them while they are prone.
A successful attack with this weapon knocks your opponent to the ground until after their next action. You have advantage with attack rolls against them while they are prone.
In lieu of dealing damage, you force your opponent to make a Mighty check vs. your attack roll, or fall unconscious until the end of their next turn. They receive a bonus to their check equal to the difference in level between yours and theirs.
In lieu of dealing damage, you force your opponent to make a Mighty check vs. your attack roll, or fall unconscious until the end of their next turn. They receive a bonus to their check equal to the difference in level between yours and theirs.
Damage you deal with this weapon ignores soak.
Damage you deal with this weapon ignores soak.
Called shots with this weapon are not made with disadvantage.
Called shots with this weapon are not made with disadvantage.
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