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Scion of the Ruby Throne in Dungeons & Dragons 2024 (D&D)

Scion of the Ruby Throne

Core Scion of the Ruby Throne Traits
Primary Ability Dexterity and Charisma
Hit Point Die 1d10
Saving Throw Proficiencies Charisma, Dexterity
Skill Proficiencies Choose 3: Acrobatics, Athletics, Insight, Intimidation, Perception, Persuasion, Stealth
Weapon Proficiencies Simple weapons, Martial firearms, Rapiers, Sabers
Tool Proficiencies Gunsmith’s tools or Calligrapher’s supplies
Armor Training Light armor, Medium armor
Starting Equipment Choose A or B: (A) Military rifle, Rapier, Studded leather armor, Gunsmith’s tools, Explorer’s Pack (B) 150 gp

In the Demosthenes Empire nobles an commoners alike take part in the military. From the age of 10 and up all able-bodied children of the empire are enlisted in the Royal militaria schools and taught to fight for their people. The Label "Scion of the Ruby Throne" is the highest honor a trained imperial marksman can achieve. given to those who channels discipline, noble training, and supernatural precision through specialized firearms. Their techniques allow them to execute flawless shots, strike multiple enemies in rapid succession, and maintain battlefield control through skill rather than brute force.
Becoming a Scion of the Ruby Throne...
As a Level 1 Character:
Gain all the traits in the Core Scion of the Ruby Throne Traits table. Gain the Scion of the Ruby Throne’s level 1 features, which are listed in the Scion of the Ruby Throne Features table.
As a Multiclass Character:
Gain the following traits from the Core Scion of the Ruby Throne Traits table: Hit Point Die, proficiency with Martial firearms, and training with Light and Medium armor. Gain the Scion of the Ruby Throne’s level 1 features, which are listed in the Scion of the Ruby Throne Features table.
Class Features
Core Resource: Precision Dice   At level 1 you gain a pool of Precision Dice representing calculated shots.   Dice Type: d6 (increases with level) Uses: Proficiency bonus per long rest   These dice fuel your signature techniques such as Signature Shot, Rolling Shot, and Valor.
Level 1 — Imperial Training   You gain firearm mastery with rifles and pistols. When you make an attack with a firearm, you may add your Dexterity modifier to the damage even if the weapon normally would not allow it.   You also gain 4 Precision Dice.   Level 2 — Signature Shot   As a bonus action, you may spend a Precision Die to mark a creature within weapon range.   Your next firearm attack against that creature before the end of your turn:
  • Automatically hits
  • Adds the Precision Die to damage
You must still have line of sight.   Level 3 — Noble Path   Choose a subclass   Level 5 — Rolling Shot   When you take the Dash action while brandishing a firearm you may target a creature within 15 feet and:
  • Make an attack roll.
  • If the attack hits, add a Precision Die to the damage.
Uses equal proficiency bonus per long rest.   Level 7 — Tactical Footwork
  • Whenever you reduce a creature to 0 HP with a firearm attack you may move up to half your speed without provoking opportunity attacks.
  Level 9 — Valor
  • As an action you fire a curved projectile that seeks enemies.
  • Choose up to three creatures within 10 ft of each other within your weapon’s normal range.
  • Make one attack roll.
  • Each creature hit takes weapon damage + Dexterity modifier.
Uses equal proficiency bonus per long rest.   Level 11 — Precision Dice Improvement  
  • Your Precision Dice become d8s.
  Level 13 — Superior Presence   Signature Shot now adds two Precision Dice to the damage roll.   Level 15 — Royal Authority
  • When you roll initiative and have no Precision Dice remaining you regain one.
  • Additionally, once per turn when you hit with a firearm attack you may deal extra damage equal to your Charisma modifier.
  Level 17 — Precision Dice Improvement  
  • Your Precision Dice become d10s.
  Level 18 — Perfect Form   Once per turn you may reroll a missed firearm attack. You must take the new result.   Level 20 — Heir of the Ruby Throne   Your mastery reaches perfection. Presence no longer costs Precision Dice.
  • When you use Valor you may target five creatures instead of three.
  • When you score a critical hit with a firearm you regain one Precision Die.
Subclasses
Eminence Doctrine   Focused on powerful Signature Shot shots.   Level 3 — Empowered Presence   When you use Signature Shot you add an additional weapon damage die to the attack.   Level 6 — Dominating Mark   The marked creature from Signature Shot has disadvantage on its next attack against targets other than you.   Level 10 — Execution Shot   When Signature Shot reduces a creature below half HP, the attack deals an extra 2d8 damage.   Level 14 — Imperial Finisher   If Signature Shot reduces a creature to 0 HP you regain one Precision Die and may immediately use Signature Shot again on another creature.   Alacrity Doctrine   Level 3 — Swift Valor   Whenever Valor hits a creature you gain 10 feet of movement this turn.   Level 6 — Momentum   If you move at least 20 feet before attacking, your first firearm attack gains advantage.   Level 10 — Rapid Chain   Valor may now target two additional creatures.   Level 14 — Unstoppable Flow   After using Valor you may immediately make another firearm attack as a bonus action.   Precision Doctrine   Level 3 — Deadeye Training   Your firearm attacks score a critical hit on 19–20.   Level 6 — Critical Momentum   Whenever you score a critical hit you gain a Precision Die.   Level 10 — Focused Aim   As a bonus action you gain advantage on your next firearm attack.   Level 14 — Perfect Shot   When you score a critical hit with a firearm attack you roll one additional weapon damage die.


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