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Jon Doe

Fighter 4 Class & Level
Background
Human Race
CG Alignment

Strength 17
+3
Dexterity 17
+3
constitution 18
+4
intelligence 18
+4
wisdom 14
+2
charisma 15
+2
Total Hit Dice 10
Hit Die
1d10+4
+2 proficiency bonus
+5 Strength
+3 Dexterity
+6 Constitution
+4 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+5 Acrobatics
+2 Animal Handling
+2 Arcana
+5 Athletics
+2 Deception
+2 History
+2 Insight
+2 Intimidation
+2 Investigation
+2 Medicine
+2 Nature
+2 Perception
+2 Performance
+2 Persuasion
+2 Religion
+2 Sleight of Hands
+2 Stealth
+2 Survival
skills all armor and shields simple weapons and martial weapons proficiencies

 
16
Armor Class
55
Hit Points
+0
Initiative
30
Speed
Attacks
all armor and shields simple weapons and martial weapons 4350 XP
Guns Tinker’s Tools
Sharpshooter
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
• Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
• Your ranged weapons ignore half cover and three-quarters cover.
• Before you make a ranged attack with a ranged weapon with which you are proficient, you can choose to take a -5 penalty to the attack roll. If you do so and the attack hits, it deals +10 damage.
Proficiences
Action Surge use bonus action
Spellcasting
2 automatic pistols 2d6 30 shots each 50 to 150 ft
Explorers pack
45GP
Breeched Carbine +2 1d10 24/48 30 gp 7 lb Firearm Load Minor, Cartridge Jam, Small, Powder Crit
A small short breech loaded rifle for small creatures and confined spaces

Ammunition
The Breeched Carbine uses a cartridge.

Cartridge Jam
A misfire with this weapon causes the cartridge to jam the gun. Rolling a natural 1 on an attack roll with this weapon causes it to misfire jamming the cartridge in the gun. The ammunition is wasted and a standard action must be spent to clear the jam.

Powder Crit
This weapon deals more damage on a critical hit. On a critical hit this weapon deals an additional 2 damage, this increases to 4 damage at 11th level and 6 at 21st.
Equipment
I do what I think is right
Personality Traits
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.
Ideals
family killed after attempted arson
Bonds
spiders
Flaws
5ft 6in and normal in any other way brown hair.
Features & Traits

Heroes Enabled

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

The statblocks of your class features

[block: gunslinger fighter Gunsmith Upon choosing this archetype at 3rd level]
[block: 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]
[block: 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]
[block: 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]
[block: or bounces away harmlessly before doing so.   Ammunition All firearms require ammunition to make an attack]

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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Created by

Clayton5.

Statblock Type

Character Sheet (Legacy)

Link/Embed