+2 | Strength |
+3 | Dexterity |
+4 | Constitution |
+0 | Intelligence |
+1 | Wisdom |
+1 | Charisma |
+5 | Acrobatics |
+1 | Animal Handling |
+0 | Arcana |
+0 | Athletics |
+3 | Deception |
+2 | History |
+1 | Insight |
+3 | Intimidation |
+0 | Investigation |
+1 | Medicine |
+0 | Nature |
+1 | Perception |
+1 | Performance |
+1 | Persuasion |
+0 | Religion |
+3 | Sleight of Hands |
+5 | Stealth |
+1 | Survival |
Long Rifle | 1d20+7 | 1d8+3 |
---|---|---|
Shortsword | 1d20+5 | 1d6+3 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
The Gunslinger is an accurate and deadly combatant who uses pistols or a rifle to attack from a distance. They can quickly draw out their weapons and make several rapid successive shots at a blinding rate of speed. When close combat occurs and situations get a little sticky they will sometimes rely on their trusty knife or even the butt of their gun. The Gunslinger's accuracy with firearms makes them a skilled combatant and a deadly opponent.
Fighting Style You've adopted a chosen type of fighting as your specialty. Choose one of the following options. Crack Shot You gain a +1 bonus to attack rolls with ranged weapons and a +1 to damage Long Range Shooting When shooting at a target that is more than 90 feet away you gain advantage. Before firing you must take your time and line up your shot for at least 1 round. You gain a +1 to hit for each round you prepare before firing. Dueling When you have a single ranged weapon in hand and no other weapons in hand you gain a +2 bonus to damage rolls with that weapon. Quick Draw You can ready any weapon and/or switch weapons as a bonus action. You also gain a +2 to initiative. If you attack before anyone else you receive advantage on your first attack. Two-Gun Kid The gods gave you two hands and you use them both for your guns. As a bonus action, you can fire the gun in your off-hand with disadvantage and add your ability modifier to the damage. Distraction Your sheer presence causes hostile creatures to be on edge. When an enemy you can see attacks a target other than you, you can use your reaction to impose disadvantage on their attack roll. Close Quarters You've trained yourself for close combat. When you are five feet away from an enemy, you do not gain disadvantage. Unarmored Defense When you are not wearing armor your AC equals 10 + your Dex and Int Modifiers Action Surge At 2nd level, you can push yourself beyond normal limits for a moment. On your turn, you can take one additional action on top of your normal action. Once you use this feature you must wait until after a short or long rest before you can use it again. Sixth Sense At 2nd level, you gain the uncanny sense of when things nearby aren't as they should be, giving you an edge when dodging away from danger. You have advantage on saving throws that require Dexterity against effects that you can see, such as traps or spells. Gunslinger Archetype At 3rd level, you choose an archetype that you wish to emulate in your skills as a gunslinger. The archetype that you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. Quick Shot Starting at 5th level, you are able to make an attack action twice, instead of once. Also at 11th level, you increase this to three, and at 20th level, you are able to make an attack action four times as your action. Special Reserve Starting at 9th level, you are able to purchase special reserve ammunition from shops that take on additional properties. Each property adds an additional cost of 100gp to every 50 rounds of ammunition.
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.