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Voss

13 Level (0/140000 XP for level-up) Ferali Background Human Race / Species / Heritage Alignment
Gunslinger
Level 10
Hit Dice: 10/10
1d6+1 Class 1
Rogue
Level 3
Hit Dice: 3/3
1d8+1 Class 2

STR
16
+3
DEX
19
+4
CON
13
+1
INT
11
+0
WIS
11
+0
CHA
19
+4
61
Hit Points
+4
Initiative (DEX)
10
Armor Class (AC)
+5
Prof. Bonus
30/60/-
Speed (walk/run/fly)
+10 Expertise Bonus
+5 Proficiency Bonus
+2 Jack of all Trades
+3 Strength
+9 Dexterity
+1 Constitution
+5 Intelligence
+0 Wisdom
+4 Charisma
saving throws
+9 Acrobatics DEX
+0 Animal Handling WIS
+0 Arcana INT
+13 Athletics STR
+4 Deception CHA
+0 History INT
+5 Insight WIS
+4 Intimidation CHA
+0 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+0 Perception WIS
+14 Performance CHA
+9 Persuasion CHA
+0 Religion INT
+4 Sleight of Hand DEX
+9 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Human


Brave
Brave

You have advantage on saving throws against being frightened.



Rogue


Sneak Attack
Sneak Attack

You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.


You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.


The amount of the extra damage increases as you gain levels in this class, as show in in the Sneak Attack column of the Rogue table.



Thieves' Cant
Thieves' Cant

During your rogue training you learned thieves' cant, a secret mix of dialect jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.


In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in the area are easy marks or will provide a safe house for thieves on the run.



Cunning Action
Cunning Action

Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage or Hide action.



Subclass Options


Two-Weapon Fighting
Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.



Second Story Work
Second Story Work

You gain the ability to climb faster than normal; climbing no longer costs you extra movement.


In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.



Gunslinger


Marksman
Marksman

You gain a +2 bonus to attack rolls you make with ranged weapons.



Sharpshooter
Sharpshooter

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.



Gun-Ko
Gun-Ko

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.



Subclass Options


Quick Draw
Quick Draw

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.



Close Quarters Shooter
Close Quarters Shooter

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.



Dodge Roll
Dodge Roll

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.



Lock N' Load
Lock N' Load

You can load or reload a firearm you are holding as part of your movement.



Headshot
Headshot

When landing a critical hit, you can instead just double the damage.



Critical Shot
Critical Shot

Your firearm attacks score a critical hit on a roll of 19 or 20.



Evasion
Evasion

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.



Eagle Eye
Eagle Eye

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.



Disabler
Disabler

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.



Feats


Skulker

Skulker

Dexterity 13 or higher

You are an expert at slinking through shadows. You gain the following benefits:

 
  • You can try to hide when you are lightly obscured from the creature from which you are hiding.
  • When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
  • Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.


Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money

Languages


Common, Ferali, Tabaxan



Weapon Proficiencies


Dagger, light crossbow, tiger fork, hand crossbow, longbow, firearms



Armour Proficiencies


Light armour, medium armour



Tool Proficiencies


Thieves' tools, dice set, playing card set


Languages & Proficiencies
Charismatic Presence

Voss effortlessly captures attention with his magnetic personality.



Confident Demeanor

He exudes self-assurance in various social situations.



Charming Conversationalist

Voss possesses the gift of gab, making interactions enjoyable for others.



Playful Flirtation

His interactions often include playful and lighthearted teasing.



Adventurous Spirit

Voss embraces new experiences and seeks excitement.



Storytelling Enthusiast

He enjoys weaving tales, even if they sometimes lean toward exaggeration.



Fashionable Taste

Voss takes pride in his appearance, staying on top of the latest trends.



Optimistic Outlook

A positive mindset helps Voss navigate challenges with enthusiasm.


Personality Traits
Ambition

Voss is determined to achieve recognition and success in whatever he pursues.



Individuality

Embracing his unique qualities, Voss values being distinct and standing out.



Pursuit of Pleasure

Voss seeks enjoyment and indulgence, making pleasure a guiding principle in his life.


Ideals
Innovation Enthusiast

Voss forms bonds with those who share his interest in mastering and pushing the boundaries of new technologies.



Comradeship in Adventure

Voss values camaraderie with those who join him in seeking excitement, recognition, and beautiful experiences.



Fluctuating Loyalties

Voss's allegiance could waver based on who provides the most attention or benefits at a given time.


Bonds
Ego-Driven Actions

Voss's inflated ego might lead him to make decisions solely for self-glorification.



Exaggeration Tendency

His penchant for storytelling sometimes gets the better of him, making it challenging to distinguish fact from embellishment.



Attention-Seeking Behavior

Voss's constant desire for attention and compliments might create tension in certain situations.



Narcissistic Tendencies

Voss's self-centered nature can strain relationships as he prioritizes his own needs.



Impulsiveness

A tendency to act on whims without considering long-term consequences.



Superficial Judgments

Voss may form opinions based on appearances, overlooking deeper qualities in people.



Reluctance to Take Criticism

Difficulty accepting feedback may hinder personal growth.



Short-Term Focus

Voss might struggle with commitment to long-term goals, seeking instant gratification instead.



Overemphasis on Image

Obsession with appearance might lead to neglect of more substantive aspects of life.



Fluctuating Loyalties

Voss's allegiance could waver based on who provides the most attention or benefits at a given time.


Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Rogues

hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st
armor proficiencies: Light armour, medium armour
weapon proficiencies: Dagger, light crossbow, tiger fork, hand crossbow, longbow
tools: Thieves' tools
saving throws: Dexterity, Intelligence
skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth
starting equipment:
spellcasting:

None.

class features:

Level 1

Expertise

Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

 

Sneak Attack

You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as show in in the Sneak Attack column of the Rogue table.

 

Thieves' Cant

During your rogue training you learned thieves' cant, a secret mix of dialect jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in the area are easy marks or will provide a safe house for thieves on the run.

 

Level 2

Cunning Action

Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage or Hide action.

 

Level 4

Ability Score Improvement

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, 10th, 12th, 16th and 19th level.

subclass options:

Level 3

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.

 

Optional Abilities

Second Story Work

You gain the ability to climb faster than normal; climbing no longer costs you extra movement.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

 

Fast Hands

You can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.

 

Bonus Proficiencies

You gain proficiency with the disguise kit and the poisoner’s kit.

 

Assassinate

You are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

 

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

 

Level 5

You gain 1 class point.

 

Optional Abilities

Uncanny Dodge

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

 

Level 6

You gain 1 class point.

 

Shadow Step

You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

 

Level 7

You gain 1 class point.

 

Optional Abilities

Evasion

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.

 

Level 9

You gain 1 class point.

 

Optional Abilities

Supreme Sneak

You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

 

Infiltration Expertise

You can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and officiallooking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.

Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

 

Magical Ambush

If you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.

 

Level 11

You gain 1 class point.

 

Optional Abilities

Reliable Talent

You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

 

Volley

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.

 

Whirlwind Attack

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.

 

Level 13

You gain 1 class point.

 

Optional Abilities

Use Magic Device

You have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

 

Imposter

You gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms.

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

 

Level 14

You gain 1 class point.

 

Optional Abilities

Blindsense

If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

 

Level 15

You gain 1 class point.

 

Optional Abilities

Slippery Mind

You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

 

Level 17

You gain 1 class point.

 

Optional Abilities

Thief's Reflexes

You have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.

 

Death Strike

You become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

 

Level 18

You gain 1 class point.

 

Optional Abilities

Elusive

You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.

 

Level 20

You gain 1 class point.

 

Optional Abilities

Stroke of Luck

You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

Once you use this feature, you can’t use it again until you finish a short or long rest.

 

Rogue Table

LevelSneak AttackClass PointsAbilitiesOptional Abilities
101d6Expertise, Sneak Attack, Thieves' Cant---
201d6Cunning Action---
322d6---Second Story Work, Fast Hands, Bonus Proficiencies, Assassinate, Two-Weapon Fighting
422d6Ability Score Improvement---
533d6---Uncanny Dodge
643d6---Shadow Step
754d6---Evasion
854d6Ability Score Improvement---
965d6---Supreme Sneak, Infiltration Expertise, Magical Ambush
1065d6Ability Score Improvement---
1176d6---Reliable Talent, Volley, Whirlwind Attack
1276d6Ability Score Improvement---
1387d6---Use Magic Device, Imposter
1497d6---Blindsense
15108d6---Slippery Mind
16108d6Ability Score Improvement---
17119d6---Thief's Reflexes, Death Strike
18129d6---Elusive
191210d6Ability Score Improvement---
201310d6---Stroke of Luck

Gunslinger

hit dice: 1d6
hit points at 1st level: 6 + your Constitution modifier
hit points at higher levels: 1d6 (or 4) + your Constitution modifier per gunslinger level after 1st
armor proficiencies: None
weapon proficiencies: Firearms
tools:
saving throws: Dexterity, Intelligence
skills: Choose two from Acrobatics, Athletics, Intimidation
starting equipment:
spellcasting:

None.

class features:

Level 1

Marksman

You gain a +2 bonus to attack rolls you make with ranged weapons.

 

Sharpshooter

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.

 

Level 3

Gun-Ko

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.

 

Level 4

Ability Score Improvement

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.

 

Level 11

Blind Shot

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.

 

Level 18

Adrenaline

If you have half of your maximum hit points remaining or less, gain the following effects:

 
  • You are immune to the frightened condition.
  • You can ignore any levels of exhaustion currently affecting you.
subclass options:

Level 2

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.

 

Optional Abilities

Trick Shot

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.

 

Quick Draw

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.

 

Headshot

When landing a critical hit, you can instead just double the damage.

 

Critical Shot

Your firearm attacks score a critical hit on a roll of 19 or 20.

 

Poker Face

You have advantage on ability checks and saving throws made to prevent others from sensing your motives, perceiving your emotions, or reading your thoughts.

 

Heavy Caliber

Attacks you make with two-handed firearms deal +2 bonus damage.

 

Close Quarters Shooter

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.

 

Take Aim

Use a bonus action to gain advantage on your next firearm attack. You can use this feature twice between short or long rests.

 

Level 3

You gain 1 class point.

 

Optional Abilities

Dodge Roll

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.

 

Secret Agent

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.

 

Eagle Eye

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.

 

Level 5

You gain 1 class point.

 

Optional Abilities

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

 

Ricochet

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.

 

Lock N' Load

You can load or reload a firearm you are holding as part of your movement.

 

Level 6

You gain 1 class point.

 

Level 7

You gain 2 class points.

 

Optional Abilities

Evasion

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.

 

Skilled Rider

When you are mounted, you have advantage on saving throws and checks made to direct your mount, calm your mount, and to stay mounted.

 

Level 9

You gain 1 class point.

 

Level 10

You gain 1 class point.

 

Optional Abilities

Disabler

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.

 

Half-Cocked

You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet.

 

Level 13

You gain 1 class point.

 

Optional Abilities

Bigger Boom

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.

 

Level 14

You gain 1 class point.

 

Optional Abilities

Cold Shooter

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.

 

Level 15

You gain 1 class point.

 

Optional Abilities

Piercing Shot

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.

 

Level 17

You gain 1 class point.

 

Optional Abilities

Improved Agility

Your Dexterity score increases by 2, to a maximum of 22.

 

Level 20

You gain 1 class point.

 

Optional Abilities

Rapid Shot

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.

 

Killing Blow

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.

LevelClass PointsAbilitiesOptional Abilities
10Marksman, Sharpshooter---
22---Trick Shot, Quick Draw, Headshot, Ammo Recovery, Critical Shot, Poker Face, Heavy Caliber, Close Quarters Shooter, Take Aim
33Gun-KoDodge Roll, Artillerist, Secret Agent, Eagle Eye
43Ability Score Improvement---
54---Extra Attack, Ricochet, Lock N' Load
65------
77---Evasion, Skilled Rider
87Ability Score Improvement---
98------
109---Diabler, Half-Cocked
119Sharpshooter Improvement, Blind Shot---
129Ability Score Improvement---
1310---Bigger Boom
1411---Cold Shooter
1512---Piercing Shot
1612Ability Score Improvement---
1713---Improved Agility
1813Adrenaline---
1913Ability Score Improvement---
2014---Rapid Shot, Killing Blow

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Humans

ability score increase: Two ability scores of your choice increase by 1
age: Baby/Toddler: 0-11, Child: 12-29, Teen: 30-45, Young Adult: 46-67, Adult: 68-157, Elder: 158+, Average Lifespan: 225 years
Size: Medium
speed: 30ft
Languages: Common
race features:

Jack of All Trades

You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

 

Brave

You have advantage on saving throws against being frightened.

 

Feat

You can choose one feat.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.

Ring of Jumping

Ring

Uncommon Requires Attunement

While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.



Created by

Namiridite.

Statblock Type

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