Kenju Jutsu Hit Points Hit Dice: 1d10 per Kenju Jutsu level

1d10 per Kenju Jutsu level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Kenju Jutsu level after 1st Proficiencies Armor: Light armor

Light armor Weapons: Simple, Martial, and Light Firearms

Simple, Martial, and Light Firearms Tools: Tinker's tools, Two gaming sets Saving Throws: Dexterity, Charisma

Dexterity, Charisma Skills: Choose two from Acrobatics, Athletics, Deception, Intimidation, Perception, Performance and Sleight of Hand Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) two daggers and beretta M9A3 (b) one shortsword and beretta M9A3 or (c) two beretta M9A3

(a) tinker's tools or (b) one gaming set

(a) leather armor or (b) padded armor

(a) burglar's pack or (b) explorer's pack If you are using starting wealth, you have 5d4x10 gp in funds. Kenju Jutsu Level Proficiency Bonus Trigger Points (+Cha Mod) Gun Kata Features 1st +2 — 1d4 Fighting Style, Gun Kata 2nd +2 2 1d4 Trigger Points, Unpredictable Movements 3rd +2 3 1d4 Gun Fu Faction 4th +2 4 1d4 Ability Score Improvement 5th +3 5 1d6 Extra Attack 6th +3 6 1d6 Magical Gunpowder, Faction Feature 7th +3 7 1d6 Charged Clip (one use) 8th +3 8 1d6 Ability Score Improvement 9th +4 9 1d6 Countershot (two uses) 10th +4 10 1d6 Additional Techniques 11th +4 11 1d8 Faction Feature 12th +4 12 1d8 Ability Score Improvement 13th +5 13 1d8 Execution 14th +5 14 1d8 Charged Clip (two uses) 15th +5 15 1d8 Extra Attack (2) 16th +5 16 1d8 Ability Score Improvement 17th +6 17 1d10 Faction Feature 18th +6 18 1d10 Countershot (four uses) 19th +6 19 1d10 Ability Score Improvement 20th +6 20 1d10 Additional Techniques 1

Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Akimbo You are trained in the art of wielding two guns rather than one. Whenever you make an attack action on your turn while wielding a firearm in each hand you may choose to attack with disadvantage in order to fire both. If the attack hits deal double damage or roll additional dice for the second firearm. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Deadeye You now score a Critical hit on 19's and 20's while attacking with a Range weapon. Speedloader When you learn this fighting style, choose one firearm you are proficient in. You ignore the loading/reload property of the chosen weapon. Loading/Reload effects still happen as normal. (I.E. Tactical Reload) Tactical Stance While you are wielding a firearm and no melee weapon, you gain a +1 bonus to your AC and damage rolls. Gun Kata At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and gun kata weapons, which are firearms without the two-handed property. These firearms also gain the unarmed property while you are wielding them within melee range of a hostile creature and you may make a melee weapon attack with them as such using your Gun Kata die for damage. Attacking this way does not cost ammunition. You gain proficiency with Tinker's Tools. You become versed in using these tools to craft ammunition, create alchemist's fire, repair damaged firearms, or even draft and create new ones (DM's discretion). Some extremely intricate and experimental firearms are only available through crafting You gain the following benefits while you are unarmed or wielding only gun kata weapons and you aren't wearing heavy armor or wielding a shield: You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and gun kata weapons.

You can roll a d4 in place of the normal damage of your unarmed strike or gun kata weapon. This die changes as you gain Kenju Jutsu levels, as shown in the Gun Kata Die column of the Kenju Jutsu table.

When you use the Attack action with an unarmed strike on your turn, you can make one range weapon attack with a gun kata weapon on a separate creature as a bonus action. 2 Trigger Points Starting at 2nd level, you gain Trigger Points, which are used to perform special techniques in combat. The amount of Trigger Points you have is equal to your CHA Mod. + Kenju Jutsu level. When you spend a trigger point, it is unavailable until you finish a short or long rest, at the end of which you regain all of your expended points back. You must spend at least 30 minutes tending to your firearms. Some of your Trigger features require your target to make a saving throw to resist the feature's effects. You also use these saves for use of spellcasting with the Bullet Witch Faction. The saving throw DC is calculated as follows: | Trigger Save DC = 8 + Prof. Bonus + CHA Mod | | Trigger Attack Mod. = Prof. Bonus + CHA Mod | You start out knowing these 3 techniques and learn more as you level up and by joining new factions. Warning Shot If you make an unarmed strike as part of the Attack action on your turn and are holding a gun kata weapon, you can use it to defend yourself if it is a firearm expend 1 ammunition from it and spend 1 Trigger Point. You deal your Prof. Bonus in the weapons damage to the creature hit with the unarmed strike and gain half of your Prof. Bonus (Rounded down) in AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated. Tactical Reload When you use an action to reload a Firearm on your turn you may spend 2 Trigger Points to make two unarmed strikes or 3 Trigger Points to make an unarmed strike and one range weapon attack on a separate creature with a gun kata weapon as a bonus action this turn. Clear the Room As an action and bonus action you may spend 4 Trigger Points to make a number of hostile creatures you can see in range of your weapon equal to your Prof Bonus + CHA Mod make a Dexterity saving throw so long as you have the required amount of ammunition already loaded. Each creature takes your Gun Kata die in damage on a failed save, or half as much on damage on a successful one. Unpredictable Movements Starting at 2nd level, your movement has become quicker, yet more unpredictable. Your natural ability of gun kata gives you unnatural movements unlike many other martial arts. Your AC equals 10 + Performance modifier while you are not wearing armor and not wielding a shield.

Gun Fu Faction At 3rd level you begin to branch off into different Gun Kata Factions. Each of these different factions give you a new set of abilities and change the style in which you fight. Choose Time Agent, Curved Bullet or Bullet Witch all detailed at the end of the class description. The Faction you choose grants you features at 3rd, 6th, 11th and 17th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 15th level in this class. Magical Gunpowder At 6th level, your gun kata weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Charged Clip At 7th level you begin to carry a single clip charged with special ammunition which you should use only as a last resort. When you use an action to reload a Firearm on your turn and have no Trigger Points remaining you may gain your Kenju Jutsu level in Trigger Points. You may use this feature only once every long rest. Starting at 14th level, you can use it twice before a long rest. Countershot At 9th level you are able to quickly shoot other projectiles out of the air. Similiar to the monks Deflect Missles you may use your reaction and expend one ammunition from your weapon in order to reduce the damage of the attack by your Gun Kata die + Dexterity modifier + Kenju Jutsu level. If the damage is reduced to 0 the ammunition breaks through and strikes the attacker dealing your Gun Kata die in the weapons damage. You may use this feature only twice every long rest. Starting at 18th level, you can use it four times before a long rest. Additional Techniques At 10th level you start to learn new ways to use your guns. You gain Run 'n' Gun and Reaction Time. At 20th level you gain Swift Shots. Run 'n' Gun When you take the Dash or Disengage action during your turn, you can spend 2 Trigger Points in order to make a ranged weapon attack with your Gun Kata weapon. Reaction Time As a free action you may spend 5 Trigger Points in order to gain an additional reaction for 30 seconds. (5 Rounds) This effect does not stack. Swift Shots You may spend 15 Trigger Points in order to cast the Swift Quiver spell targeting your gun kata weapons clip instead. You may also spend an additional 10 Trigger Points to make the spell become non-concentration based. While under the effects of this Technique each time you hit a creature with an attack you gain 1 expended Trigger Point. Execution At 13th level, you may fire a shot into an enemy within 5 feet of you that is prone without disadvantage. If the creature you choose has 50 hit points or fewer, you expend all of your ammunition from your weapon and the target dies. Otherwise, you expend all of your ammunition from your weapon and the creature takes 5d10 piercing damage. You may use this feature only once every long rest. Gun Fu Factions Different masters of Kenju Jutsu choose to follow a Gun Fu Faction at some point in thier lives. The faction you choose defines the way you use your mastery of guns. Time Agent When you choose this Faction at 3rd level you take an oath to protect the fabric of time and anything that may unrightfully manipulate it. Except yourself of course, as Time Agents gain the ability to alter time and even predict attacks with ease. You gain these following Trigger techniques. Rift Walk You may spend 2 Trigger Points to cast Longstrider on yourself. Spending additional Trigger Points increases the speed of the spell by 10ft for each additional Point spent. You cannot add more than 20ft this way. (2 Trigger Points) Time Leap You may spend 2 Trigger Points to cast Jump on yourself. Spending additional Trigger Points increases the distance of your jump by x1 for each additional Point spent. (For example; Spending 1 additional Trigger Point would make the spell quadruple your jump distance instead of triple, etc.) You cannot add more than x2 this way. (2 Trigger Points) 3

Xirtam As a 3rd level Time Agent you learned the style of Xirtam, an ancient movement of many past, present and future Time Agents and have mastered it by this time. Xirtam gives you the ability to make projectiles become almost motionless to you. While you are under the effects of Unpredictable Movements and are targeted with an enemies ranged attack, double your Performace modifier until the start of your next turn. (This effect does not stack.) Flashback At 6th level you gain the ability to jump back in time, but only slightly. As a reaction when you make an ability check, saving throw, or attack roll, you can re-roll with advantage. You may choose to use this feature after seeing the result of the roll but before the outcome is determined. You can use this ability a total number of times equal to your Charisma modifier, then you must complete a long rest before using this feature again. Time manipulation At 11th level you expand your knowledge of time and start to learn how to truly manipulate it, granting you the following technique. Decelerate/Accelerate Time You may spend 5 Trigger Points to cast the Haste or Slow spell. You may also spend an additional 5 Trigger Points to make the spell become non-concentration based. End of Time At 17th level, your mastery of time grants you extraordinary abilities. You gain the ability to completely stop time around you. Once a long rest you gain the ability to cast Stop Time. If you spend 20 Trigger Points while casting the spell you may perform the Attack action without ending the spell early. Curved Bullet When you choose this Faction at 3rd level you have gained knowledge of a more modern assassination technique involving curving a bullets trajectory by moving the gun in a certain way while firing it. Members of the Curved Bullet can shoot around corners and cover with ease, making anything the enemy is hiding behind basically only obstruct their view of you about to end their lives. You gain these following Trigger techniques. Wrist Flick You may spend 2 Trigger Points to have your gun kata ranged weapon attack ignore half cover or two-thirds cover. If the attack hits it deals your Proficiency Modifier + Kenju Jutsu level in addition to the weapons damage. Ricochet You may spend 2 Trigger Points to have your gun kata ranged weapon attack strike an additional creature within 10ft behind the first target dealing your Proficiency Modifier + Kenju Jutsu level in the weapons damage. Detnaw As a 3rd level member of the Curved Bullet you gained knowledge of firing from any angle you may be at. When you are behind half cover it acts as though you are behind two-thirds cover and two-thirds cover acts as though you are behind full cover. Additionally if you make an attack action with a gun kata ranged weapon on your turn while behind cover you gain advantage on the attack roll. 4 On The Hunt At 6th level you've learned that hunting your enemy is always the number one priority and because of this you'll never let them out of your senses. As a bonus action you may cast Hunter's Mark on a target in range, you do not have to see the target as stated in the spells description, but you must know its last known location and the target must still be in the spells range. You can use this ability a total number of times equal to your Charisma modifier, then you must complete a long rest before using this feature again. You may spend additional uses of this skill when using it to increase its level to 3rd, 4th and 5th respectively. Your Names On It At 11th level you start writing your enemies names in magical runes on your ammunition making it seek out the person whose name is written onto it, granting you the following technique. Named Bullet When you make a ranged attack action with a gun kata weapon you may spend 5 Trigger Points to have that attack be able to target anything in the weapons range. You do not have to see the target, but you must know its last known location and the target must still be in the attacks range. If the target is under the effects of the Hunter's Mark spell from your On The Hunt ability you may spend an additional 5 Trigger Points to have the attack automatically critical strike dealing double the normal critical damage. Goodbye Mr. X At 17th level, your mastery of a projectiles trajectory gives you the ability to send a bullet to enemies from extreme distances. As such, you have been granted a shot to topple empires. Once per week, you may as an action fire a Named Bullet into the air with a message spell attached. The target of the shot must be more than 1 mile away, and must be within 20 miles. If you have seen the target within the last month or know their current location, you may fire the shot. Once fired, the shot flies towards its target telepathically sending the message attached as it travels. The shot deals 10d10 Piercing damage which ignores any resistance. Villians and Legendary Resistance The DM may choose to have the shot not be able to target the main villain.

A creature may use one use of Legendary Resistance to negate the effect of Named Bullet when being shot with this ability and two uses to make the shot miss entirely.

Bullet Witches When you choose this Faction at 3rd level you gain magical powers bestowed upon from a dark cult of witches giving you spellcasting abilities unlike anything you've ever had before. Members under watch of the Bullet Witches gain spellcasting abilities similar to those of Warlocks. Since their powers are only borrowed they are heavily limited on the number of spells they are able to learn and cast. Instead of new Trigger techniques you gain spells. Spellcasting When you reach 3rd level, you augment your martial prowess with the ability to cast spells. Cantrips. You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrips of your choice at 6th, 11th and 17th level. Spell Slots. The Bullet Witches Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Hex and have a 1st-level and a 3rd-level spell slot available, you can cast Hex using either slot. Spells Known of 1st Level and Higher. The Spells Known column of the Bullet Witches Spellcasting table shows when you learn more warlock spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 6th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the warlock spells you know with another spell of your choice from the warlock spell list. The new spell must be of a level for which you have spell slots. Spellcasting Ability. Charisma is your spellcasting ability for your warlock spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Trigger Save DC when setting the saving throw DC for a warlock spell you cast and your Trigger Attack Mod. when making an attack roll with one. Azerec Familiar As a 3rd level member of the Bullet Witches you've been given a creature compainion to bond with and aid you in battle. Choose from a Bat, Cat, Frog, Spider, Poisonous Snake, or Raven. You gain the Find Familiar spell and it is considered a Cantrip for you, but does not take up your known Cantrip slot. Additionally you may only use it to summon your chosen animal and only once per combat, even if they were summoned before the encounter. Giving time for your compainion to rest. Familiar Connection At 6th level you've grown stronger together with your Azerec Familiar once every short rest when you cast a spell of 1st level or higher your familiar may use its reaction to cast the same spell. If the spell has a damage die it is reduced by 1. (Ex. 1d8 to 1d6, or 1d6 to 1d4, etc) Bullet Witches Spellcasting Kenju Jutsu Level Cantrips Known Spells Known 1st 2nd 3rd 4th 3rd 1 2 1 — — — 4th 1 2 1 — — — 5th 1 2 1 — — — 6th 2 3 2 1 — — 7th 2 3 2 1 — — 8th 2 3 2 1 — — 9th 2 3 2 1 — — 10th 2 3 2 1 — — 11th 3 4 3 2 1 — 12th 3 4 3 2 1 — 13th 3 4 3 2 1 — 14th 3 4 3 2 1 — 15th 3 4 3 2 1 — 16th 3 4 3 2 1 — 17th 4 5 4 3 2 1 18th 4 5 4 3 2 1 19th 4 5 4 3 2 1 20th 4 5 4 3 2 1 Polymorphic Bond Starting at 11th level, you gain the Polymorph spell and gain the ability to transform into an animal similar to your Azerec Familiar using the spell. The animal you may Polymorph into is based on your chosen animal. Bat. Your Polymorph spell transforms you into a Cloaker (MM Pg. 41) (Phantasms makes one duplicate instead of three) Cat. Your Polymorph spell transforms you into a Shoosuva (VGM Pg. 137) (2d10 for Bite instead of 4d10) Frog. Your Polymorph spell transforms you into a Blue Slaad (MM Pg. 276) Spider. Your Polymorph spell transforms you into a Drider (MM Pg. 120) Poisonous Snake. Your Polymorph spell transforms you into a Medusa. (MM Pg. 214) Raven. Your Polymorph spell transforms you into a Vrock. (MM Pg. 64) Anthropomorphic Form At 17th level, you've mastered the use of your animal form and can now partially keep aspects of your human form when transforming. While under the effects of the Polymorph spell in Polymoprhic Bond you retain all spells you know and may cast them while in that form, you may also wield any weapons you may not have been able to in that form. Additionally you may choose to retain your normal stats or use the stats of your transformation. 5