+18 | Expertise Bonus | |
+9 | Proficiency Bonus | |
+4 | Jack of all Trades |
+11 | Strength | |
+12 | Dexterity | |
+11 | Constitution | |
+10 | Intelligence | |
+0 | Wisdom | |
+3 | Charisma |
+12 | Acrobatics | DEX | |
+0 | Animal Handling | WIS | |
+1 | Arcana | INT | |
+11 | Athletics | STR | |
+3 | Deception | CHA | |
+1 | History | INT | |
+0 | Insight | WIS | |
+12 | Intimidation | CHA | |
+1 | Investigation | INT |
+0 | Medicine | WIS | |
+1 | Nature | INT | |
+9 | Perception | WIS | |
+3 | Performance | CHA | |
+3 | Persuasion | CHA | |
+1 | Religion | INT | |
+3 | Sleight of Hand | DEX | |
+3 | Stealth | DEX | |
+9 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type |
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You gain the following benefits:
Akimbo Shooting. When you make an attack with a firearm that has the light property, you can make an additional attack with another firearm that has a light property using your bonus action, without adding your ability modifier to the damage. At 11th level, you can add your ability modifier to the damage of that attack.
Taking Cover. You can use your bonus action to Hide after making an attack using a gunsmith weapon.
Point Blank. You don't have disadvantage when making an attack with a ranged weapon against a target within 5 feet
You can treat firearms as melee weapons that deal 1d6 bludgeoning damage on a hit, or 1d8 damage if the firearm has the two-handed property. Additionally, when you make a ranged weapon attack using a firearm against a creature within 5 feet of you, you can make a melee weapon attack using that firearm as a bonus action.
You don't need to look at your targets, letting your instincts guide your hand. You no longer have disadvantage when fighting unseen creatures, nor do they have advantage against you.
If you have half of your maximum hit points remaining or less, gain the following effects:
You have advantage on ability checks and saving throws made to prevent others from sensing your motives, perceiving your emotions, or reading your thoughts.
Gunslingers have twitch reflexes, and can pull a gun in the blink of an eye. You have advantage on initiative rolls. Additionally, you can draw or stow up to two weapons when you roll initiative and whenever you take an action on your turn.
You can add twice your proficiency modifier to Wisdom (Perception) checks you make that rely on sight.
You can load or reload a firearm you are holding as part of your movement.
You’ve learned to tumble away from ranged attacks. Whenever you are on the ground and take damage from a source more than 10 feet away which you can see, you can use your reaction to dodge out of the way of further assault, moving a distance up to half your movement speed, and if you move at least 5 feet, reducing the damage by an amount equal to your Dexterity modifier. While moving in this manner, enemies have disadvantage on attacks of opportunity made against you.
You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an
spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.When you are mounted, you have advantage on saving throws and checks made to direct your mount, calm your mount, and to stay mounted.
When you land a shot on an enemy using a bullet, you can ricochet the bullet to another enemy within 15 feet of the original target. You can use this feature a number of times equal to 1 + half your gunslinger level (rounded down). Regain all uses of this feature after a short or long rest.
You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet.
Coat your grenades in homemade agents to make them more explosive. Spend up to 1 hour coating up to 30 grenades.
The radius of any coated ammo you use is increasd by 5 feet.
You can expose yourself to danger to get a perfect shot. Whenever a creature makes an attack against you, you can allow that creature to make the attack with advantage.
If the attack misses, you can immediately make an attack against that creature without expending a reaction. On a hit, that attack is considered a critical strike.
You've refined your deadly gun-play to allow certain shots to pierce through foes and continue on to damage others. Make an attack roll using ammo for a single target spell. If the attack hits, you make an attack roll with disadvantage against every creature directly behind the target within your first range increment.
You learn to trade accuracy for fast shots. If you take the Attack action on your turn and have advantage on an attack roll against against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.
You gain a +2 bonus to attack rolls you make with ranged weapons.
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.
You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 7th level and one more at 15th level.
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this manoeuvre before or after making the attack roll, but before any effects of the attack are applied.
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
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.
You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
You can use your action to end one effect on yourself that is causing you to be charmed or frightened.
You have mastered ranged weapons and can make shots that others find nigh-impossible. You gain the following benefits:
Always on the lookout for danger, you gain the following benefits:
Quick to notice details of your environment, you gain the following benefits:
Alexander exhibits strong leadership qualities, maintaining discipline within his private army and expecting high standards of professionalism from his subordinates.
Despite his stern exterior, Alexander's love for his daughter, Danielle, is evident. He is devoted to her well-being and safety, providing guidance and support as she grows.
Having honed his combat skills fighting vampires in Lothaire, Alexander is a seasoned warrior. His experience in battles has shaped him into a formidable and strategic fighter.
Loyalty is a core value for Alexander. He is fiercely dedicated to those he cares about, be it his daughter, allies, or the cause he believes in.
Alexander tends to keep his emotions in check, presenting a stoic and reserved demeanor. This quality contributes to his commanding presence and can make it challenging for others to read him.
Alexander takes on the role of a protective guardian, not only for his daughter but also for those under his command. He is willing to go to great lengths to ensure the safety of those he cares about.
Alexander approaches challenges with a strategic mindset. His ability to analyze situations and devise effective plans contributes to the success of his private army's operations.
Due to his leadership skills and combat expertise, Alexander is widely respected by those within the facility. His authoritative presence commands respect and obedience.
Alexander is driven by a deep-seated commitment to safeguarding those who cannot defend themselves, a value instilled in him during his time assisting the Church of Lothaire against vampire threats.
The loss of his wife and the responsibility of raising Danielle shaped Alexander's ideals. He prioritizes the well-being and upbringing of his daughter, aiming to provide her with the best life possible.
Alexander harbors a sense of justice, particularly for those who have suffered injustices or lost their lives. This ideal drives his dedication to creating a secure environment and seeking retribution for those who have been wronged.
Stemming from his experiences in Lothaire, Alexander carries a metaphorical torch against the darkness, be it literal threats like vampires or the metaphorical shadows that may lurk in the world. He is committed to bringing light to the lives of others.
The strongest bond in Alexander's life is his unwavering love and commitment to his daughter, Danielle. He would go to great lengths to ensure her safety, happiness, and success.
Alexander maintains connections with the Church of Lothaire, the organization he once served. Though he may no longer actively participate, he feels a sense of loyalty to those who fight against the vampire threats in his home country.
Alexander holds onto the memories of his deceased wife, and while it may bring moments of sorrow, it serves as a bond that influences his actions and decisions.
Throughout his mercenary career, Alexander formed bonds with fellow warriors. These connections, forged in the heat of battle and shared challenges, contribute to his sense of camaraderie.
Alexander's commitment to the Masozi facility, its purpose, and the people within forms a bond that influences his dedication to maintaining security and order.
The bond with his innate sense of justice ties Alexander to the pursuit of fairness and retribution. He is driven to right wrongs and bring justice to those who deserve it.
Alexander's deep love for his daughter, Danielle, can sometimes lead to overprotectiveness. This may create tension as he struggles to balance her independence with his desire to keep her safe.
The death of his wife during childbirth left a lasting impact on Alexander. He occasionally grapples with grief, and the memories of his past can affect his mood and decision-making.
While his commitment to justice is a strength, Alexander's rigid adherence to his own moral code might make it challenging for him to adapt to situations that require flexibility or compromise.
The deeds and choices made during his mercenary days occasionally resurface in his thoughts, creating internal conflicts about his past actions and decisions.
Due to the dangers he faced as a mercenary and the constant threat of betrayal, Alexander finds it challenging to trust new acquaintances fully. This can create barriers in forming alliances.
As the head of the facility's private army and a single parent, Alexander often feels the weight of responsibilities. This burden might affect his work-life balance and personal well-being.
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