+0 | Strength |
+6 | Dexterity |
+0 | Constitution |
+0 | Intelligence |
+2 | Wisdom |
+0 | Charisma |
+0 | Acrobatics |
+0 | Animal Handling |
+0 | Arcana |
+0 | Athletics |
+0 | Deception |
+0 | History |
+0 | Insight |
+0 | Intimidation |
+0 | Investigation |
+0 | Medicine |
+0 | Nature |
+0 | Perception |
+0 | Performance |
+0 | Persuasion |
+0 | Religion |
+0 | Sleight of Hands |
+0 | Stealth |
+0 | Survival |
Gun | 1d20+6 | 1d10+6 |
---|
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Firearm Light, Firearm Uncommon
A homemade pistol designed by tinkerer extraordinaire, Whizz! This weapon serves as a functional weapon, but doesn't have much aesthetic appeal. Requires ammunition to fire.
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial Ranged | 1d10 | Piercing | 60/80 ft | Light, Firearm |
Cost: 5gp Weight: 6lb
The statblocks of your class features
Fighting Style
At 1st level, you adopt a particular style of
fighting as your specialty. Choose one of the
following options. You can’t take a Fighting Style
option more than once, even if you later get to
choose again.
Archery
You gain a +2 bonus to attack rolls you make
with ranged weapons.
Dodge roll
While wearing no armor and not having a shield equipped, you get +2 to dexterity Saving Throws
Duelist
While you have a one handed firearm equipped and nothing else, you can get +2 to your attack rolls made with the weapon
Deadeye
Bonus action to negate long range disadvantage.
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Crafty
Beginning at level 1 you gain a proficiency with Smith’s tools, and learn the mending cantrip.
Steady Aim
At level 2 you learn to take your time aiming down your sights. As a Bonus Action, you can ignore half and three quarter cover. Each Hit made the weapon deals an additional damage to the target to 2+half your level. This skill is only used 3 times before needing a long or short rest.
Shifty Character
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Her/His/It's name is...
At 5th level, you begin to grow attached to a weapon and form a strong bond. Once every 7 days, you can select one weapon to imprint upon by performing a ritual or rite on the weapon. This takes 1 hour and can be done during a short rest.
Once that weapon has been bonded to, you always know where it is. If the weapon is on the same plane as you are, you know what cardinal direction it is and roughly how far away it is. If the weapon is within 30 feet of you and within line of sight, you can use a bonus action to move up to your movement speed towards it and equip it, without provoking attacks of opportunity or alerting hostile creatures (if you are in stealth). As long as the weapon is bonded, you also ignore it's durability.
Once per long rest, when a 1 is rolled for your damage dice, you can roll 1 tinkerer die and use the result for that die.
Tunnel vision: At Level 6th Level, you can call upon the lady luck and strike with a special shot. Once per round, you can focus in on a target and when you use a special bullet to attack the target, you can gain advantage on the shot. Until the end of the target's next turn or the creature is incapacitated, you can not use a reaction or make an attack on any other target, and the next creature that is not within 10 feet of the target gets +2 to an attack made against you.
Head Shot: At 9th level, when you attack, and you may reduce your roll to hit a creature by 5, then if the attak hits, the creature must make a con save (dc 8+ your DEX mod + your proficiency bonus) On a failed save it takes double damage.
Close-Quarter Shooting
At 10th level you gain the skill at shooting at nearly point blank range. You do not suffer disadvantage for shooting within 5ft. You can also use your oppurtunity attack to use your one handed fire arm.
Savage Vision (see Diamond Soul)
At level 17, Once per long rest you can unload a volley from your weapon. You may make attacks a target creature that is focused in on through Tunnel vision, up to the amount of ammunition loaded into your fire arm. Each attack after your second has it's attack roll result reduced by 5 times the number of attacks beyond the second. If you attack the maximum amount of attacks, make a Durability check on your weapon (DC = 8 + your profeciency) on a fail, the weapon is broken.
Unlimited Tinkerer Awareness (see Primeval Awareness Modify)
At level 20 you can start using Tinkerer Awareness as many times as you wish.
Tinkerer’s Breakthrough
At level 20 you’ve learn the finest points of shooting and you learn to Ignore Damage to immunity/resistance and Crit immunity to all your targets.
As a Desperado, you can choose between the following: a) a Revolver and 24 Handgun bullets b) A Rifle and 20 Rifle bullets a) A dagger or other finesse weapon a) A dungeoneer's pack or an Explorer's pack
Buster Using techniques that taken from schools of magic, you learn how to Level 3 Bullet Craft: Upon reaching 3rd level, you begin to study the art of bullet crafting. Once per long rest, you can create a special bullet that has a special effect once fired. The bullet that can be crafted is based on the level of the Buster, and can be chosen from the table below: -Curving shot: When fired, select a target that is within 10 feet of the original target and roll an attack against them. you an choose to omit the original attack roll and hit the second target instead. -Ricochet shot: When this attack misses, you can reroll the attack once more at disadvantage. -Element burst: attacks from this bullet deal an additional 1d4 of Fire, Ice, or Lightning damage. Damage from this bullet is considered magical. The damage die changes as you gain levels (5th level - d6, 11th level - d8, 15th level - d10) -Riot Shot: When an attack hit with this bullet, each creature within 10ft of the target must make a DC12 Dexterity saving throw. On a failure, that creature is knocked prone and is pushed 15ft in a random direction. -Flash shot: When this At higher levels (7, 11, 15) you can increase the number of bullets created per long rest by 2. Level 7 Witch's Bane: At 7th level, you feel an energy surge within you whenever magic is hurled in your direction. Whenever a spell is cast and you or a creature you can see is the target or will be harmed by the spell, You can cause the spell to have to fail and have no affect. If it is casting a spell of 4th level or higher, make an Wisdom check. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect and is absorbed into the bullet. The bullet will expel magical energy after absorbing the spell and any creature within 5ft of it once it lands must make a DC12 Dex saving throw or take 1d4 of force damage and be pushed back 10ft in a random direction. Level 7 Additional Bullet Types: At 7th level, you gain knowledge of even more magical bullets. You can now craft the following: -Burst shot When fired, this bullet splits apart and any creature within 10 feet of the target must make a Dexterity saving throw (DC 15). On a failure, that creature takes 2d6 piercing damage. -Smoke shot: When this attack hits a cloud of smoke billows around the target. Until the end of its next turn, the target has disadvantage on ranged weapon attacks and its enemies have advantage on Dexterity Saving throws that are made because of it's attacks or abilities. -Binding shot: When this attack hits, the target makes a DC12 Strength Saving throw or becomes restrained until the end of it's next turn. -Bore Shot: If the target of this attack is wearing a shield, Medium armor, or heavy armor, then this attack gets +5 to hit. Level 11 Let the Lead Fly: At 11th level, you get a better grasp on creating magic bullets and are able to understand the nature of this new ability. Attacks with Crafted Bullets do not cause wear on your weapon. Also, you are now able to create a total of 3 Bullets during Bullet Craft rituals. You also can Craft the following: -Devil's Luck shot(11th level): When this shot is fired, the wheels of fate allows this attack to score a critical on 19 and 20 -Bane shot: When making an attack with this bullet deal an additional 1d8 damage of either Necrotic or Radiant Damage. Damage from this bullet is considered magical. The damage die changes as you gain levels (15th level - d10) Level 15 Advanced Bulletcraft: At 15th level, you have gained an understanding of the arcane that could put magic users to shame. Once per turn, when landing a critical hit with a crafted bullet, the bullet duplicates itself and you gain another use of the bullet. If the bullet used was the Devil's luck, then the new bullet is a randomly prepared bullet (DM's discretion). You also can craft a total of 5 bullets when preforming the Bullet Craft ritual. -Witch Hunter Shot: When this attack hits, if t Level
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
With their penchant for migration and conquest. humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale. and hair colors from black to blond (curly. kinky. or straight males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood. revealing hints of elf. ore, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century. Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human's memory. They live fully in the present-making them well suited to the adventuring life-but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.
Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions,
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.