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Vincent Von Vigil

8 Level (0/48000 XP for level-up) Badlands - Bounty Hunter Background Beholder-Born Race / Species / Heritage Lawful Neutral Alignment
Cowboy Fighter
Level 8
Hit Dice: 8/8
1d10+2 Class 1

STR
10
+0
DEX
18
+4
CON
14
+2
INT
20
+5
WIS
12
+1
CHA
11
+0
70
Hit Points
+4
Initiative (DEX)
18
Armor Class (AC)
+3
Prof. Bonus
30ft
Speed (walk/run/fly)
Spellcasting ...
+8 Attack mod
INT Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+5 Strength
+6 Dexterity
+7 Constitution
+7 Intelligence
+3 Wisdom
+2 Charisma
saving throws
+7 Acrobatics DEX
+1 Animal Handling WIS
+5 Arcana INT
+0 Athletics STR
+0 Deception CHA
+5 History INT
+1 Insight WIS
+0 Intimidation CHA
+5 Investigation INT
skills
+1 Medicine WIS
+5 Nature INT
+4 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+5 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Idol's Embrace +11 INT 2d8 Idol
 Range (120/360 ft.), Reload (2 shots), Two-Handed
Dagger +7 DEX 1d4+4 Piercing
 Finesse, Light, Thrown (Range 20/60)
Crossbow, Light +9 DEX 1d8+4 Piercing
 Ammunition, Loading, (Range 80/320), Two-Handed
Attacks

Spell Book

Beholder-Born
Eye Stalk
You gain eye stalks equal to your level, and each eye grants a +1 bonus to passive perception.


Dreamless Haze
You are immune to magical sleep effects. When a creature targets you with a spell or effect that would put you to sleep or induce a dream, you can use your reaction to attempt to reflect that sleep back. Roll a d10 and subtract the result from the spell's save DC or attack roll.


Eye Ray
As an action, you can unleash an eye ray towards a target within 60 feet. Roll a d11 to determine the effect:

  • Charm Ray: The target must succeed on a Wisdom saving throw or be charmed for 1 minute. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target.

  • Paralyzing Ray: The target must succeed on a Constitution saving throw or be paralyzed for 1 minute. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends on the target.

  • Fear Ray: The target must succeed on a Wisdom saving throw or be frightened for 1 minute. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target.

  • Petrification Ray: The target must succeed on a Dexterity saving throw or be restrained, and at the end of its next turn, the target must repeat the saving throw. On a failure, the target is petrified for 1 minute.

  • Telekinetic Ray: The target must succeed on a Strength saving throw or be moved up to 30 feet in any direction of your choice.

  • Enervation Ray: The target must succeed on a Constitution saving throw or take necrotic damage equal to your level plus your constitution modifier.

  • Sleep Ray: The target must succeed on a Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.

  • Disintegration Ray: The target must succeed on a Dexterity saving throw or take force damage equal to your level plus Constitution modifier. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.

  • Slowing Ray: The target must succeed on a Dexterity saving throw or have its speed halved for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • Death Ray: The target must succeed on a Dexterity saving throw or take radiant damage equal to your level plus constitution modifier. The target dies if the ray reduces it to 0 hit points.

  • Silencing Ray: The target must succeed a Dexterity saving throw or be silenced for 1 minute. While silenced, casting a spell that includes a verbal component is impossible. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • You can use this feature equal to your Proficiency modifier, and regain uses on a long rest.


    Beholder Spells
    You know the Blade Ward cantrip. When you reach 3rd level, you can cast the Chromatic Orb spell once with this trait; you regain the ability to cast it when you finish a long rest. When you reach 5th level, you can also cast the Barkskin spell once per day with this trait. When you reach 14th level, you can also cast the Antimagic Field spell once per day with this trait; you regain the ability to cast it when you finish a long rest. Wisdom, Intelligence, or Charisma is your spellcasting ability for these spells.


    Beholder's Gaze
    You gain a spell-casting action.


    Beholder's Walk
    You have Levitate that can be casted at will but can only target yourself.

    ------------------------------------------
    Fighter
    Fighting Style
    Fighting Style: Close Quarters Shooting: You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.


    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
    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.

    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
    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.


    Spellcasting (Arcane Bullets)
    Spellcasting (Arcane Bullets)
    As a Gunslinger, you can cast spells of these schools using your firearm as your focus. Cantrips: You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level. Spell Slots The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot. Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the Evocation & Conjuration spells on the wizard spell list. The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an Evocation or Conjuration spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic. Spellcasting Ability: Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

    Spell save DC = 8 + your proficiency bonus + your Intelligence modifier!

    Spell attack modifier = your proficiency bonus + your Intelligence modifier!


    Wild West Surprise
    As a Gunslinger, you gain proficiency with firearms. You can use your action to create a magical firearm in your empty hand (Longbow Statistics). This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. Your firearm weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. Additionally, you gain the ability to throw a spectral lasso of magic as a bonus action. The lasso has a range of five times your Strength or Dexterity score in feet. The creature must make a Strength or Dexterity saving throw (its choice) against your Spell save DC or be restrained by the lasso. While a creature is restrained by the lasso, you can use your bonus action on subsequent turns to pull it 15 feet towards you.


    Run & Gun
    As a Gunslinger, you have honed your ability to quickly aim and shoot at multiple targets in quick succession. Once per long rest, you can use your action to make a special ranged attack with a firearm that targets up to a number of creatures equal to your proficiency bonus, within a 30-foot radius. You cannot target the same creature more than once with this attack. Make a separate attack roll for each creature targeted, and each creature takes the weapon's normal damage if hit. You can also use any applicable effects that trigger on a hit, such as the Disarming Shot maneuver.

    ------------------------------------------
    Misc & More
    Bounty Hunter
    You gain the halfling lucky racial feature, and if you should roll a 1 again even when rerolled you gain temp hp equal to your level.

    You gain prof in runic firearms.


    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 weapon attacks ignore half and three-quarters cover.

    - Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.


    Manifest Echo
    Manifest Echo
    At 3rd level, you can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.

    Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.

  • As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.

  • When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.

  • When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.


  • Unleash Incarnation
    At 3rd level, you can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position.

    You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.


    Spellcasting
    Cantrips: Ray of Frost, Eye of Ra

    1st level: Shield, Jump, Time Hop, Conjure Cover

    2nd level: Jethro's Instant Reload

    Beholder Spells: Blade Ward, Chromatic Orb, Barkskin

    Features & Traits
    Equipment:
    Backpack
    Bedroll
    Crossbow Bolts (20)
    Scimitar
    Crossbow, Light
    Mess Kit
    Rations (1 day)
    Rope, Hempen (50 feet)
    Tinderbox
    Torch
    Waterskin
    Arcane Focus
    Dagger x2

    Accessories:
    Objectively Cool Hat

    Magic Items:

    Idol's Embrace
    Idol's Embrace - Hope of The World - Firearm, martial weapon, ranged weapon
    2d12 Idol Damage -Range (180/600 ft.), reload (5 shots), two-handed

    Magical Heart Beam: As an action, the wielder can choose to forgo the regular 2 shots granted by the reload property. Instead, they focus the energy within the firearm to unleash a Magical Beam. This beam is a line spell with a range of 60 feet and a width of 5 feet. It deals idol damage equal to 4d10 + the wielder's modifier to all creatures in its path. The target must make a Dexterity saving throw (DC 8 + proficiency bonus + weapon modifier) for half damage. The weapon overheats, and you cannot use this feature until the end of your next turn.

    Hopeful Healing: The "Idol's Embrace" is imbued with the essence of hope. When the wielder scores a critical hit with this firearm, they regain hit points equal to half the damage dealt.

    Guiding Light Of Love and Hope Teehee: When you take the Attack action on your turn with "Idol's Embrace - Hope of The World," it emits a pink aura in a 10-foot radius centred on you. Any ally within this aura gains a +2 bonus to their Armor Class, and they are immune to the frightened condition. This aura effect lasts until the start of your next turn.

    Light of the Idol: When you take the Magical Heart Beam action, the energy of the beam lingers, manifesting a magical 10 AC 15HP idol in the spot of your choice anywhere the beam was casted. idol emits a calming, soft light in a 15-foot radius for 1 minute.

    Aura of Hope: While within the light, creatures of your choice gain a +1 bonus to saving throws against spells and magical effects.

    Idol’s Blessing: Once per turn, an ally who starts their turn within the aura can choose to either regain 1d6 hit points or gain temporary hit points then add your proficiency bonus.

    The idol vanishes at the end of the duration or if you move more than 60 feet away from it.

    Idol’s Last Wish: Once per month, the wielder of Idol’s Embrace - Hope of The World can tap into the weapon’s deepest power to cast a Wish-like effect. However, to channel this immense magic, the wielder must meet all of the following prerequisites:

    - The wielder must have used Hopeful Healing to restore at least 100 hit points cumulatively (tracked over time).
    - The wielder must sacrifice their own well-being in service to others. They must have reduced themselves to 10% or less of their maximum hit points in combat and survived without being knocked unconscious for at least 1 full round.
    - The wielder must have used the Guiding Light of Love and Hope Teehee aura to protect allies who would otherwise have taken enough damage to be knocked unconscious at least three times in total.
    - The wielder must have willingly gifted or sacrificed a magic item of rare or higher quality to an ally or a stranger, without expectation of reward.
    - The wielder must have summoned the Light of the Idol at least three times, and each time, allowed it to be destroyed or sacrificed in battle.

    Upon meeting the above requirements, the wielder must face a celestial trial. When attempting to use Idol’s Last Wish, the wielder must succeed on a Charisma (Persuasion) check against DC 25, where their words and intentions are judged by a celestial force representing hope. If the prerequisites are met and the challenge is passed, the wielder may cast Wish, as per the spell's description. However, due to the sacred nature of this power, the Wish must align with an act of hope, restoration, or altruism. If the check fails, the wish is denied, and the wielder is unable to attempt to use Idol's Last Wish again for 1 year. Additionally, they suffer 2 levels of exhaustion due to the emotional and spiritual toll of the attempt.


    Mary's Necklace
    Mary's Necklace Divination + Abjuration
    If you are outright killed, voided, and anything that kills you activates the amulet making you immortal teleporting to somewhere for one hour!

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 99, Platinum: 0 Money
    Armor: All armor, shields
    Weapons: Simple weapons, martial weapons, runic firearms
    Tools: None
    Saving Throws: Strength, Constitution
    Skills: 1st Level; Acrobatics and Perception
    Language: Common, Terran, and Primordial

    Languages & Proficiencies
    Progression
    The good option: Dex 16 / Int 16 / Con 14 / Cha 12 / Wis 11 / Str 10
    +1 + 1 + 1 race asis ^ DEX INT CHA
    Badlands You gain a +10 to your maximum hitpoints You gain a +2 bonus to all saving throws
    Bounty Hunter You gain the halfling lucky racial feature, and if you should roll a 1 again even when rerolled you gain temp hp equal to your level. You gain prof in runic firearms.
    1st +2 Fighting Style: Archery, Second Wind
    Evo: Beholder Walk
    2nd +2 Action Surge (x1)
    3rd +2 Martial Archetype; Cowboy Fighter; Spellcasting (Arcane Bullets), Wild West Surprise
    Cantrips: Firebolt, Ray of Frost
    1st level: Shield, Jump, Time Hop
    4th +2 Ability Score Improvement; +2 Int and Gunner
    1st level added: Conjure Cover
    Dex 16 / Int 18 / Con 14 / Cha 12 / Wis 11 / Str 10
    5th +3 Extra Attack (x1)
    Evo: Beholder Gaze
    6th +3 Ability Score Improvement; +2 Int
    Dex 16 / Int 20 / Con 14 / Cha 12 / Wis 11 / Str 10
    7th +3 Run & Gun
    2nd Level: Jethro's Instant Reload
    8th +3 Ability Score Improvement; +2 Dex and Sharpshooter
    Dex 18 / Int 20 / Con 14 / Cha 12 / Wis 11 / Str 10

    Notes


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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