+12 | Expertise Bonus | |
+6 | Proficiency Bonus | |
+3 | Jack of all Trades |
+8 | Strength | |
+10 | Dexterity | |
+8 | Constitution | |
+7 | Intelligence | |
-1 | Wisdom | |
+2 | Charisma |
+10 | Acrobatics | DEX | |
-1 | Animal Handling | WIS | |
+1 | Arcana | INT | |
+8 | Athletics | STR | |
+2 | Deception | CHA | |
+1 | History | INT | |
-1 | Insight | WIS | |
+8 | Intimidation | CHA | |
+1 | Investigation | INT |
-1 | Medicine | WIS | |
+1 | Nature | INT | |
+5 | Perception | WIS | |
+2 | Performance | CHA | |
+2 | Persuasion | CHA | |
+1 | Religion | INT | |
+4 | Sleight of Hand | DEX | |
+4 | Stealth | DEX | |
+5 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type |
---|
You gain a +2 bonus to attack rolls you make with ranged weapons.
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.
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.
Use a bonus action to gain advantage on your next firearm attack. You can use this feature twice between short or long rests.
You gain proficiency in in the Perception skill, if you did not have it already, and 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 can attack twice, instead of once, whenever you take the Attack action on your turn.
You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm 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.
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.
When landing a critical hit, you can instead just double the damage.
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.
Your firearm attacks score a critical hit on a roll of 19 or 20.
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 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.
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 move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
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 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.p]
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 have undergone extensive physical training to gain the following benefits:
Always on the lookout for danger, you gain the following benefits:
You have mastered ranged weapons and can make shots that others find nigh-impossible. You gain the following benefits:
Danielle exhibits a high level of self-discipline, maintaining a strong work ethic and demanding the same from those under her command.
She might possess excellent strategic thinking skills, able to analyze situations and plan effectively for various scenarios.
Danielle could be fiercely loyal to her father and her team, prioritizing their well-being and success above all else.
Given her background and experiences, Danielle may have developed a flexible and adaptable nature, able to adjust to changing circumstances.
While disciplined, Danielle could also demonstrate compassion and understanding, recognizing the importance of the well-being of her team members.
Danielle believes in fostering a strong sense of unity among the members of the private army. She values cooperation and teamwork, understanding that their collective strength is crucial for success.
Having grown up with stories about her father's fight against vampires and the challenges faced by Lothaire, Danielle is driven by a sense of justice. She strives to protect not only her team but also those who are vulnerable or oppressed.
Danielle believes in continuous self-improvement and encourages others to pursue personal growth. She sees challenges as opportunities to learn and become stronger, both individually and as a team.
While valuing teamwork, Danielle also recognizes the importance of individual competence and independence. She encourages team members to develop their skills and contribute uniquely to the group.
Danielle is deeply connected to her late mother and the memory of her father's efforts to protect Lothaire. She carries the responsibility of continuing their legacy, ensuring their sacrifices were not in vain.
The bonds formed with members of the private army are essential to Danielle. She values the relationships and camaraderie within the team, fostering a sense of loyalty and mutual respect.
Alexander serves as Danielle's mentor and influential figure. The guidance she received from her father has had a profound impact on her development as a leader.
She is meticulous and detail-oriented, which might lead to frustration or stress when things don't go exactly as planned.
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
None.
You adopt a particular style of fighting as your specialty. Choose one of the following options.
You gain a +2 bonus to attack rolls you make with ranged weapons.
While you are wearing armour, you gain a +1 bonus to AC.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
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.
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.
You learn three manoeuvres of your choice. You can only use one manoeuvre per attack.
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.
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 hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.
When you hit a creature with a weapon attack, you can expend one superiority die to manoeuvre one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
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.
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 you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Whenever you or an allied creature you can see within 30 feet of you misses a weapon attack, as a reaction you may call upon them, allowing to immediately make another attack against the creature adding your Charisma modifier to the damage roll. You can use this feature equal to your Charisma modifier (minimum of once).
You can increase on ability score of your choice by 2 or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature. You can choose instead to select a feat for your character. You gain this feature again when you reach 6th, 8th, 12th, 14th, 16th and 19th 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.
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 have 1 class point.
You can spend class points on any features that you have unlocked and have not already selected. You must spend class points when you gain them, and cannot save them for future levels.
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 learn to inspire others in battle. A creature that has a Superiority die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Superiority die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.
You gain 1 class point.
You can use your action to end one effect on yourself that is causing you to be charmed or frightened.
If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
You gain 1 class point.
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
Your weapon attacks score a critical hit on a roll of 18-20.
When you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
You gain 1 class point.
You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.
Level | Class Points | Abilities | Optional Abilities |
---|---|---|---|
1 | 0 | Fighting Style, Second Wind | --- |
2 | 0 | Action Surge | --- |
3 | 1 | Superiority Dice, Manoeuvres | Danger Sense, Combat Inspiration |
4 | 1 | Ability Score Improvement | --- |
5 | 1 | Extra Attack | --- |
6 | 1 | Ability Score Improvement | --- |
7 | 1 | Superiority Die Improvement | --- |
8 | 1 | Ability Score Improvement | --- |
9 | 1 | Indomitable | --- |
10 | 2 | --- | Stillness of Mind, Know Your Enemy, Additional Fighting Style |
11 | 2 | Extra Attack Improvement | --- |
12 | 2 | Ability Score Improvement | --- |
13 | 2 | Superiority Die Improvement, Indomitable Improvement | --- |
14 | 2 | Ability Score Improvement | --- |
15 | 2 | --- | --- |
16 | 2 | Ability Score Improvement | --- |
17 | 3 | Indomitable Improvement | Volley, Whirlwind Attack, Superior Critical, Relentless |
18 | 4 | --- | Fighter's Senses |
19 | 4 | Ability Score Improvement | --- |
20 | 4 | Extra Attack Improvement | --- |
None.
You gain a +2 bonus to attack rolls you make with ranged weapons.
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 can increase on ability score of your choice by 2 or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature. You can choose instead to select a feat for your character. You gain this feature again when you reach 8th, 12th, 16th and 19th level.
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 2 class points.
You can spend class points on any features that you have unlocked and have not already selected. You must spend class points when you gain them, and cannot save them for future levels.
You can use your action to make a trick shot. When making a trick shot, you ignore any disadvantage due to making attacks with a ranged weapon at its long range. In addition, you ignore any cover that is not total cover.
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.
When landing a critical hit, you can instead just double the damage.
Your firearm attacks score a critical hit on a roll of 19 or 20.
You have advantage on ability checks and saving throws made to prevent others from sensing your motives, perceiving your emotions, or reading your thoughts.
Attacks you make with two-handed firearms deal +2 bonus damage.
Being within 5 feet of a hostile creature does not impose disadvantage on your ranged attack rolls. Your ranged attacks ignore half and three-quarters cover against targets that are within 30 feet of you. You have a +1 bonus to attack rolls with ranged attacks.
Use a bonus action to gain advantage on your next firearm attack. You can use this feature twice between short or long rests.
You gain 1 class point.
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 gain proficiency in two areas of your choice from the following list: Disguise Kit, Investigation, Sleight of Hand, Stealth. You can apply double your proficiency bonus to any check you make that uses one of these tools or skills.
You gain proficiency in in the Perception skill, if you did not have it already, and you can add twice your proficiency modifier to Wisdom (Perception) checks you make that rely on sight.
You gain 1 class point.
You can attack twice, instead of once, whenever you take the Attack action on your turn.
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 can load or reload a firearm you are holding as part of your movement.
You gain 1 class point.
You gain 2 class points.
You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm 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.
You gain 1 class point.
You gain 1 class point.
You've honed your aim to fire off targeted shots to disable an opponent. Before making an attack roll to fire a single target spell, target a specific location on the target's body that you can see. Using this feature prevents you from using any further actions or bonus actions this turn.
Arms. On a hit, the target takes normal damage and must make a Strength saving throw or drop 1 held item of your choice.
Torso. On a hit, the target takes normal damage and is pushed up to 10 feet directly away from you.
Legs. On a hit, the target takes normal damage and must make a Strength saving throw or get knocked prone.
Wings. On a hit, the target takes normal damage and must make a Constitution saving throw or plummet 20 feet.
You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet.
You gain 1 class point.
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 gain 1 class point.
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 gain 1 class point.
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 gain 1 class point.
Your Dexterity score increases by 2, to a maximum of 22.
You gain 1 class point.
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.
When you score a critical hit against a creature using a longcaster, you can choose to make this a killing blow. If the creature has less than 100 hit points, it dies. Otherwise, it takes 10d10 additional damage. Elementals, oozes, and creatures which lack nervous systems or vital organs take no additional damage from this ability. Once you use this ability, you must finish a short or long rest before using it again.
Level | Class Points | Abilities | Optional Abilities |
---|---|---|---|
1 | 0 | Marksman, Sharpshooter | --- |
2 | 2 | --- | Trick Shot, Quick Draw, Headshot, Ammo Recovery, Critical Shot, Poker Face, Heavy Caliber, Close Quarters Shooter, Take Aim |
3 | 3 | Gun-Ko | Dodge Roll, Artillerist, Secret Agent, Eagle Eye |
4 | 3 | Ability Score Improvement | --- |
5 | 4 | --- | Extra Attack, Ricochet, Lock N' Load |
6 | 5 | --- | --- |
7 | 7 | --- | Evasion, Skilled Rider |
8 | 7 | Ability Score Improvement | --- |
9 | 8 | --- | --- |
10 | 9 | --- | Diabler, Half-Cocked |
11 | 9 | Sharpshooter Improvement, Blind Shot | --- |
12 | 9 | Ability Score Improvement | --- |
13 | 10 | --- | Bigger Boom |
14 | 11 | --- | Cold Shooter |
15 | 12 | --- | Piercing Shot |
16 | 12 | Ability Score Improvement | --- |
17 | 13 | --- | Improved Agility |
18 | 13 | Adrenaline | --- |
19 | 13 | Ability Score Improvement | --- |
20 | 14 | --- | Rapid Shot, Killing Blow |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
You have advantage on saving throws against being frightened.
You can choose one feat.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.