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Table of Contents
The Huckster
| Level | Proficiency Bonus | Features |
|---|---|---|
| 1st | +2 | Hex Slingin' |
| 2nd | +2 | |
| 3rd | +2 | Hex Discipline |
| 4th | +2 | Ability Score Improvement |
| 5th | +3 | |
| 6th | +3 | |
| 7th | +3 | |
| 8th | +3 | Ability Score Improvement |
| 9th | +4 | |
| 10th | +4 | |
| 11th | +4 | |
| 12th | +4 | Ability Score Improvement |
| 13th | +5 | |
| 14th | +5 | |
| 15th | +5 | |
| 16th | +5 | Ability Score Improvement |
| 17th | +6 | |
| 18th | +6 | |
| 19th | +6 | Ability Score Improvement |
| 20th | +6 |
Class Features
As a Huckster, you gain the following class features.
Hit Points
- Hit Dice: 1d6 per sorcerer level
- Hit Points at 1st Level: 6 + your Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st
Proficiencies
- Weapons: Pistols, Simple Weapons
- Tools: None * **Saving Throws: Intelegence, Charisma * **Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- A firearm worth $2 or less
- Backpack & supplies
Spellcasting
Thanks to your gambling knowledge, and having decoded the secrets from Hoyles Book of Games, you have the skills to cast hexes using the power of the malevolent spirits that infest the Weird West.
Spellcasting Ability
Intelligence is your spellcasting ability for your Huckster spells, as you gamble with the Manatou. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
- Spell save DC: 8 + your proficiency bonus + your Intelligence modifier
- Spell attack modifier: your proficiency bonus + your Intelligence modifier
Hex Discipline
At 3rd level, you choose how your Huckster prioritises their focus when it comes to casting their hexes, The discipline you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th 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.
