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Hawkshaw

Hawkshaws are investigators, using their wit and cleverness to solve problems and outsmart their enemies.   There's never been much law enforcement to speak of in Loathing, and after the Cows Came Home the situation is even more dire.   Use your abilities to identify unique items and traps to keep your team safe.
hit dice: 1d4 per Hawkshaw level
hit points at 1st level: 6 + your Grit modifier
hit points at higher levels:
armor proficiencies: Clothes
weapon proficiencies: Pistols
tools: Magnifying Lenses (+2 Sleuthin')
saving throws: Mentality, Gadzookery
skills: Choose 2 from Sleuthin’, Sagacity, Sneakin', Perceptin', Archaism, and Mysticality
starting equipment:
spellcasting:
Sense Mysticality (1 Action): Caster can sense mystical objects, creatures, and phenomena within 20ft of themself for the duration of the spell.   Detect Traps (1 Action): Caster can detect traps within line of sight for the duration of the spell. Traps are not to be confused with architectural faults or infirm terrain.
class features:
Deadeye: Once per short rest you may use the Deadeye ability as a bonus action, giving you triple advantage on the next attack and damage roll you make with a proficient weapon.   You value quality over quantity, so make this shot count.   Lvl.2 - Unknown Perk Lvl.3 - Unknown Perk Lvl.4 - Unknown Perk Lvl.5 - Unknown Perk
subclass options:

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