Skip to main content

Breadcrumb

Durala Carao

Class

The Durala Carao means ‘The Way of the Gun'.  This order’s teachings requires them to seek out battle to master their visceral mortal fear, and thus free themselves from the burden of any fears. 

Adepts of the Way of the Gun can dodge and even catch bullets, curve their shots around barriers, and perform other supernatural feats with firearms.

Due to their devotion to confronting fear of the unknown, nearly every student undertakes a journey into foreign lands, and tales of wandering elvish gunslingers are popular. A few such adepts have shared their enlightened mastery.


3rd LevelGun Vidya

When you choose this tradition at 3rd level, you gain proficiency in all firearms. They count as adept weapons for you. If you have the Stunning Strike ability, you can use it through firearms attacks.

Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with pistols and target pistols.


3rd LevelGraceful Reload

Also at 3rd level, your firearms never misfire, and you can draw and stow one-handed firearms without using your free ‘object interaction’ on your turn. 

Additionally, you ignore the muzzle-loading quality of pistols, carbines, shotguns, target pistols, and rifled carbines (but not muskets or rifled muskets). You can load or reload those firearms immediately after drawing or attacking with them. 


3rd LevelUnderstand the Weapon

You are proficient with gunsmithing tools, and can craft firearms and firearm enhancements.


6th LevelOne with the Gun

At 6th level, you can infuse your spiritual focus into your firearms. Your attacks with firearms count as magical for the purposes of overcoming damage resistance and immunity.

Additionally, when you hit a target with a firearm, you can spend 1 exertion to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.


11th LevelThe Art of the Draw

At 11th level, you can almost always shoot first. If you have a holstered pistol or target pistol, whenever a creature you’re aware of starts their turn you can spend 1 exertion to draw and make one attack with that holstered firearm against that creature. This attack deals extra damage equal to your Martial Arts die.

When you use this ability, you cannot spend an extra exertion to use the ability One with the Gun to add your Martial Arts die to this damage twice.

You can use this ability even if you haven’t acted in combat yet. After you use this ability, you cannot use it again until you complete a short or long rest .


17th LevelMystic Bullets

At 17th level, your bullets can weave through battle, potentially striking multiple foes. 

While you are wielding a firearm, as an action, you can fire a single bullet that curves towards your enemies, even those behind barriers and those you are unaware of. As long as the bullet can trace a path to an enemy, the path is unblocked by barriers more substantial than a window, and the path remains exclusively within 60 feet of you, the bullet can reach the enemy. Each enemy the bullet can reach must make a Dexterity saving throw against your maneuver save DC. On a failed save, an enemy takes 10d6 force damage. On a successful save, it takes half as much damage.

After you use this ability, you cannot use it again until you complete a short or long rest .