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huckster

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The Huckster

Dare-devil card sharks who've uncovered some of the Deadlands infernal secrets. Hucksters have learned the darker side of the weird wests arcane secrets, betting their souls with the unseen forces that yearn to twist and corrupt land and folk alike. Dealing devastating magics, with a flick of the wrist, a card in their hand, and hopefully, enough luck to avoid a dead-mans hand.

You must have an intelligence score of 13 or higher in order to multiclass in or out of this class.


Level Proficiency Bonus Features
1st +2 Hex Slingin', Hex Discipline
2nd +2
3rd +2
4th +2 Ability Score Improvement
5th +3
6th +3 Hex Discipline
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5 Hex Discipline
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6 Hex Discipline
19th +6 Ability Score Improvement
20th +6

Class Features

As a Huckster, you gain the following class features.

Hit Points

  • Hit Dice: 1d6 per v level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per huckster 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.

Hucksters have spell points equal to their intelligence modifier, plus Intelligence stat per level. Failure to cast a spell, costs no spell points.

You can learn spells equal to half your level rounded up, and start with 4 cantrips or 1st level spells. Upon levelling up, a Huckster can learn additional spells equal to their intelligence modifier, form their available spell levels. Extra spells must be taken and can't be saved up for future levels.

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 1st level and again at 6th, 14th, 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.

huckster.1787219212.txt.gz · Last modified: by admin