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Sussie

Gunslinger. 5 Class & Level
Urchin Background
Kitsune Race
Chaotic Neutral Alignment

Strength 13
+1
Dexterity 17
+3
constitution 16
+3
intelligence 14
+2
wisdom 16
+3
charisma 10
+0
Total Hit Dice 5
Hit Die
1d10+3
+3 proficiency bonus
+4 Strength
+3 Dexterity
+6 Constitution
+2 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+6 Acrobatics
+2 Animal Handling
+2 Arcana
+1 Athletics
+0 Deception
+2 History
+2 Insight
+0 Intimidation
+2 Investigation
+3 Medicine
+2 Nature
+6 Perception
+0 Performance
+0 Persuasion
+2 Religion
+6 Sleight of Hands
+6 Stealth
+2 Survival
skills Acrobatics, perception,slight of hand, Stealth. proficiencies

 
16
Armor Class
58
Hit Points
+3
Initiative
35
Speed
Attacks
Proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.

Proficiences
Leather armor
Soul & shadow
two daggers

Equipment
Race- kitsune
Darkvision. Your eyes have the thin slits and reflective nature of a foxes. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Keen Senses. Large, ambidextrous ears sit upon your head. You have advantage on Wisdom (Perception) checks that rely on hearing.
Speed. Your base walking speed is 35 feet.

Languages. You can speak Common and Sylvan.

Class
Archery
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.

Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Fighter level.

Once you use this feature, you must finish a short or Long Rest before you can use it again.

Action Surge
Starting at 2nd Level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.

Once you use this feature, you must finish a short or Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Martial Archetype
At 3rd Level, you choose an archetype that you strive to emulate in your Combat styles and Techniques, such as Champion. The archetype you choose grants you features at 3rd Level and again at 7th, 10th, 15th, and 18th level.

Gunslinger-
Adept Marksman
When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.

Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.

You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.

Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.
-3 grit
Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:

Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier

Deadeye Shot
When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.

Violent Shot
When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.
Extra attack.
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

WearyBrit.

Statblock Type

Character Sheet (Legacy)

Link/Embed