+4 | Strength |
+3 | Dexterity |
+6 | Constitution |
+0 | Intelligence |
+2 | Wisdom |
-1 | Charisma |
+6 | Acrobatics |
+2 | Animal Handling |
+0 | Arcana |
+4 | Athletics |
-1 | Deception |
+0 | History |
+2 | Insight |
+2 | Intimidation |
+0 | Investigation |
+2 | Medicine |
+0 | Nature |
+5 | Perception |
-1 | Performance |
-1 | Persuasion |
+0 | Religion |
+3 | Sleight of Hands |
+6 | Stealth |
+2 | Survival |
Weapon | Atk | Range | Damage | Save |
---|---|---|---|---|
Unarmed Strike | +4 /- | - | -/ 1+STR(1)+Prof(3) | - |
Improvised Weapon | +4/+8 | 20/60 | 1d4+STR(1)/1d4+STR(1) | - |
Headbutt | +4 / - | - | 1d4+ STR(1) B /- | - |
Headlong Charge | +4 /- | - | -/1d4+1+2d6 B(save) | STR(4)+8 |
Hand axe x2 | +4/+8 | 20/60 | 1d6+STR(4)S/1d6+DEX(3)S | - |
Pistol x2 | - /+8 | 120/480 | -/2d10+DEX(3)P | - |
Greataxe/Musket | +4/+8 | 240/960 | 1d12+STR(1)P/2d12+DEX(3)P | |
Fragmentation Grenade | -/+8 | 60 | -/10d6 P | - |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
5E DMG
Weapon Melee, barehanded Common
Fists, feet, elbows, knees, any bit of your body you can apply forcefully to the other guy.
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple Melee | 1+STR(1)+Prof(3) = +5 | Bludgeoning | Melee, barehanded |
Weapon Improvised, random, melee, ranged, no proficiency Varies
Whatever loose object you can lay hands on: a rock, dinnerware, another monster. Also, weapons used in an unintended manner.
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
None | DM choice / 1d4+STR(1) / DM choice / 1d4+STR(1) | Bludgeoning | 20/60 ft | Improvised, random, melee, ranged, no proficiency |
Weight: Varies
DnD 5e SRD SRD
Melee Weapon Light, Thrown Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d6 | Slashing | 20/60 ft | Light, Thrown |
Cost: 5 gp Weight: 2 lb
5E DMG, customized
Firearm Reload 8, misfire 2 Uncommon
One-handed firearm, relatively short range. Eight round capacity.
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial Ranged | 2d10 | Piercing | 60/240 | Reload 8, misfire 2 |
Cost: 300g Weight: 3lb
DndBeyond, Matt Mercer's Gunslinger, customized
Weapon Melee and Ranged,, Heavy, Two-handed, reload 2, misfire 4. On a melee attack roll of 1, misfire increases by 1. Uncommon
Primitive long-barreled firearm. Fires two shots between reloads. Has a greataxe bayonet for melee attacks. Casts Conjure Barrage 1/rest Counts as magic vs. Targets that require magic weapon to hit.
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial Ranged | 1d12 / 2d12 | Piercing | 120/480 | Melee and Ranged,, Heavy, Two-handed, reload 2, misfire 4. On a melee attack roll of 1, misfire increases by 1. |
Cost: 600g Weight: 20lb
5E DMG, customized
Explosive Thrown Rare
As an action, a character can throw a grenade up to 120' away. Each creature within 20' of the explosion must make a DC 15 Dexterity saving throw, taking 10d6 piercing damage on a failed save and half as much on a success.
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial Ranged | 10d6 | Piercing | 120 | Thrown |
Weight: 1lb
5E DMG, customized
Weapon Thrown Uncommon
Throw up to 120' away. One round later, it emits a cloud of smoke that creates a heavily obscured area in a 40' radius. A moderate wind (at least 10 mph) disperses the smoke in 4 rounds. A strong wind (20 mph or more) disperses it in one round. Does no damage.
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial Ranged | None | 120' | Thrown |
Weight: 2lb
Player's Handbook, Wizards of the Coast, p. 154, Xanathar's Guide p.79
Artisan Tool Components. Alchemist's supplies include two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water. Arcana. Proficiency with alchemist's supplies allows you to unlock more information on Arcana checks involving potions and similar materials. Investigation. When you inspect an area for clues, proficiency with alchemist's supplies grants additional insight into any chemicals or other substances that might have been used in the area. Alchemical Crafting. You can use this tool proficiency to create alchemical items. A character can spend money to collect raw materials, which weigh 1 pound for every 50 gp spent. The DM can allow a character to make a check using the indicated skill with advantage. As part of a long rest, you can use alchemist's supplies to make one dose of acid, alchemist's fire, antitoxin, oil, perfume, or soap. Subtract half the value of the created item from the total gp worth of raw materials you are carrying. Common
These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Alchemist's supplies enable a character to produce useful concoctions, such as acid or alchemist's fire.
Cost: 50 GP Weight: 8 lb. / 4 kg
Activity | DC |
---|---|
Create a puff of thick smoke | 10 |
Identify a poison | 10 |
Identify a substance | 15 |
Start a fire | 15 |
Neutralize acid | 20 |
Calligrapher's Supplies Xanathar's Guide Artisan Tool 10 gp, 5 lb. These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Calligraphy treats writing as a delicate, beautiful art. Calligraphers produce text that is pleasing to the eye, using a style that is difficult to forge. Their supplies also give them some ability to examine scripts and determine if they are legitimate, since a calligrapher's training involves long hours of studying writing and attempting to replicate its style and design.
Arcana. Although calligraphy is of little help in deciphering the content of magical writings, proficiency with these supplies can aid in identifying who wrote a script of a magical nature. History. This tool proficiency can augment the benefit of successful checks made to analyze or investigate ancient writings, scrolls, or other texts, including runes etched in stone or messages in frescoes or other displays. Decipher Treasure Map. This tool proficiency grants you expertise in examining maps. You can make an Intelligence check to determine a map's age, whether a map includes any hidden messages, or similar facts.
Activity | DC |
---|---|
Identify writer of nonmagical script | 10 |
Determine writer's state of mind | 15 |
Spot forged text | 15 |
Forge a signature | 20 |
Player's handbook 154, Xanathat's Guide to Everything 84
Adventuring Gear Common
A set of tinker’s tools is designed to enable you to repair many mundane objects. Though you can’t manufacture much with tinker’s tools, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail. Components. Tinker’s tools include a variety of hand tools, thread, needles, a Whetstone, scraps of cloth and leather, and a small pot of glue. History. You can determine the age and origin of objects, even if you have only a few pieces remaining from the original. Investigation. When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago. Repair. You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flamelewhot enough to make the metal pliable.
Activity | DC |
---|---|
Temporarily repair a disabled device | 10 |
Repair an item in half the time | 15 |
Improvise a temporary item using scraps | 20 |
Cost: 50 gp Weight: 10 lb.
5E DMG, customized
Adventuring Gear Sprinkle gunpowder from this horn to cast Anti-Magic Shell 1/rest. 10' radius. Verbal component: "Poppycock!" Rare
The statblocks of your class features
Fighters learn the basics of all combat s. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain of combat. Som e concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike. Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or pole arm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them. However, some minds couldn’t stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms. This archetype focuses on the ability to design, craft, and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present. Should this path of powder, fire, and metal call to you, keep your wits about you, hold on to your convictions as a fighter, and let skill meet luck to guide your bullets to strike true.
Fighting Style. You adopt a particular of fighting as your specialty. Choose one of the following options: Archery, Defense, Dueling, Great Weapon Fighting, Protection, Two-Weapon Fighting. 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. Ability Score Improvement. At levels 4,6, 8, 12, 14, 16, and 19, increase one ability score by two or two ability scores by one. Scores cannot rise above 20 using this feature. Alternatively, a Feat can be selected. 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. Extra Attack:Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Indomitable. At 9th level, you can reroll a failed saving throw. You must accept the new roll. You cannot use this feature again until after a long rest. At level 13, you can use this twice between rests, and at level 17, you can use it three times.
You start with the following equipment in addition to the equipment granted by your background (a) chain mail or (b) leather armour, longbow and 20 arrows (a) a martial weapon and shield or (b) two martial weapons (a) a light crossbow and 20 bolts or (b) two handaxes (a) a dungeoneers pack or (b) explorers pack
Gunslinger, Base Class:Fighter
Firearm Proficiency Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
Gunsmith Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
Firearm Properties Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
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.
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
Quickdraw When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
Rapid Repair Upon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.
Lightning Reload Starting at 15th level, you can reload any firearm as a bonus action.
Vicious Intent At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.
Hemorrhaging Critical Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.
Trick Shots
These trick shots are presented in alphabetical order.
Bullying Shot You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.
Dazing Shot When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
Deadeye Shot When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.
Disarming Shot When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.
Forceful Shot When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.
Piercing Shot When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.
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.
Winging Shot When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war. When you choose this background, work with your DM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a mercenary company.
Military Rank . You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
d8|Specialty
1|Officer
2|Scout
3|Infantry
4|Cavalry
5|Healer
6|Quartermaster
7|Standard bearer
8|Support staff (cook, blacksmith, or the like)
he horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred.
d8 | Personality Trait |
---|---|
1 | I'm always polite and respectful. |
2 | I’m haunted by memories of war. I can’t get the images of violence out of my mind. |
3 | I’ve lost too many friends, and I’m slow to make new ones. |
4 | I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation. |
5 | I can stare down a hell hound without flinching. |
6 | I enjoy being strong and like breaking things. |
7 | I have a crude sense of humor. |
8 | I face problems head-on. A simple, direct solution is the best path to success. |
d6 | Ideal |
---|---|
1 | Greater Good. Our lot is to lay down our lives in defense of others. (Good) |
2 | Responsibility. I do what I must and obey just authority. (Lawful) |
3 | Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic) |
4 | Might. In life as in war, the stronger force wins. (Evil) |
5 | Live and Let Live. Ideals aren’t worth killing over or going to war for. (Neutral) |
6 | Nation. My city, nation, or people are all that matter. (Any) |
d6 | Bond |
---|---|
1 | I would still lay down my life for the people I served with. |
2 | Someone saved my life on the battlefield. To this day, I will never leave a friend behind. |
3 | My honor is my life. |
4 | I’ll never forget the crushing defeat my company suffered or the enemies who dealt it. |
5 | Those who fight beside me are those worth dying for. |
6 | I fight for those who cannot fight for themselves. |
d6 | Flaw |
---|---|
1 | The monstrous enemy we faced in battle still leaves me quivering with fear. |
2 | I have little respect for anyone who is not a proven warrior. |
3 | I made a terrible mistake in battle that cost many lives—and I would do anything to keep that mistake secret. |
4 | My hatred of my enemies is blind and unreasoning. |
5 | I obey the law, even if the law causes misery. |
6 | I’d rather eat my armor than admit when I’m wrong. |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
"I didn't mean to hit them that hard. You humans are so delicate." Giff mercenary explaining the deaths of two fellow troopers after a brawl. (The Complete Spacefarers Handbook p.17)
Giffs respect a chain of command that encompasses their whole race, and like structure and organization. They form platoons to serve other space-faring races on a mercenary basis. The leaders are known as Officers and have the responsibility of guiding their race to new planets and deciding the final judgement in problems in platoons. Of course, they usually have the rarest of weapons in their private collection in their archive.
Giffs tend to be fighters and rogues but can also be other classes depending on their lifestyle. Fighters act as bodyguards, marines and soldiers, while rogues function as military scouts, spies or assassins. Bards will usually be found in taverns and the like weaving stories of what they believe to be their homeworld and create music with automated instruments. Wizard and sorcerer giffs function as the collectors and archivists of their community, collecting artefacts of great power in their collection. They love weapons of any sort and tend to accumulate a collection of their favourite instruments of war.
Giffs like unarmed fighting and will brawl just for fun. They like friendly tests of strength. Drawing a weapon in front of a Giff, however, is a serious matter, and they are known to fight to the death after such provocation.
Giff will never fight other Giff under a contact as mercenaries. All Giff contracts have a clause in them allowing them to void the contract if both sides have hired giff. They will fight each other in personal unarmed combat but rarely are these fights to the death.
Languages. You can read, write, and speak Common and Giff.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.