+10 | Expertise Bonus | |
+5 | Proficiency Bonus | |
+2 | Jack of all Trades |
+3 | Strength | |
+9 | Dexterity | |
+1 | Constitution | |
+5 | Intelligence | |
+0 | Wisdom | |
+4 | Charisma |
+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 |
+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 |
Weapon / Attack | AB | Abi | Dmg | Dmg Type |
---|
You have advantage on saving throws against being frightened.
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.
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.
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.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
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.
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.
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.
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.
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 load or reload a firearm you are holding as part of your movement.
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 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 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'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.
Dexterity 13 or higher
You are an expert at slinking through shadows. You gain the following benefits:
Voss effortlessly captures attention with his magnetic personality.
He exudes self-assurance in various social situations.
Voss possesses the gift of gab, making interactions enjoyable for others.
His interactions often include playful and lighthearted teasing.
Voss embraces new experiences and seeks excitement.
He enjoys weaving tales, even if they sometimes lean toward exaggeration.
Voss takes pride in his appearance, staying on top of the latest trends.
A positive mindset helps Voss navigate challenges with enthusiasm.
Voss is determined to achieve recognition and success in whatever he pursues.
Embracing his unique qualities, Voss values being distinct and standing out.
Voss seeks enjoyment and indulgence, making pleasure a guiding principle in his life.
Voss forms bonds with those who share his interest in mastering and pushing the boundaries of new technologies.
Voss values camaraderie with those who join him in seeking excitement, recognition, and beautiful experiences.
Voss's allegiance could waver based on who provides the most attention or benefits at a given time.
Voss's inflated ego might lead him to make decisions solely for self-glorification.
His penchant for storytelling sometimes gets the better of him, making it challenging to distinguish fact from embellishment.
Voss's constant desire for attention and compliments might create tension in certain situations.
Voss's self-centered nature can strain relationships as he prioritizes his own needs.
A tendency to act on whims without considering long-term consequences.
Voss may form opinions based on appearances, overlooking deeper qualities in people.
Difficulty accepting feedback may hinder personal growth.
Voss might struggle with commitment to long-term goals, seeking instant gratification instead.
Obsession with appearance might lead to neglect of more substantive aspects of life.
Voss's allegiance could waver based on who provides the most attention or benefits at a given time.
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
None.
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.
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.
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.
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.
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.
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 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.
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.
You gain proficiency with the disguise kit and the poisoner’s kit.
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.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
You gain 1 class point.
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.
You gain 1 class point.
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.
You gain 1 class point.
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 gain 1 class point.
You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
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.
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.
You gain 1 class point.
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.
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.
You gain 1 class point.
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.
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.
You gain 1 class point.
If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
You gain 1 class point.
You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
You gain 1 class point.
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.
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.
You gain 1 class point.
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.
You gain 1 class point.
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.
Level | Sneak Attack | Class Points | Abilities | Optional Abilities |
---|---|---|---|---|
1 | 0 | 1d6 | Expertise, Sneak Attack, Thieves' Cant | --- |
2 | 0 | 1d6 | Cunning Action | --- |
3 | 2 | 2d6 | --- | Second Story Work, Fast Hands, Bonus Proficiencies, Assassinate, Two-Weapon Fighting |
4 | 2 | 2d6 | Ability Score Improvement | --- |
5 | 3 | 3d6 | --- | Uncanny Dodge |
6 | 4 | 3d6 | --- | Shadow Step |
7 | 5 | 4d6 | --- | Evasion |
8 | 5 | 4d6 | Ability Score Improvement | --- |
9 | 6 | 5d6 | --- | Supreme Sneak, Infiltration Expertise, Magical Ambush |
10 | 6 | 5d6 | Ability Score Improvement | --- |
11 | 7 | 6d6 | --- | Reliable Talent, Volley, Whirlwind Attack |
12 | 7 | 6d6 | Ability Score Improvement | --- |
13 | 8 | 7d6 | --- | Use Magic Device, Imposter |
14 | 9 | 7d6 | --- | Blindsense |
15 | 10 | 8d6 | --- | Slippery Mind |
16 | 10 | 8d6 | Ability Score Improvement | --- |
17 | 11 | 9d6 | --- | Thief's Reflexes, Death Strike |
18 | 12 | 9d6 | --- | Elusive |
19 | 12 | 10d6 | Ability Score Improvement | --- |
20 | 13 | 10d6 | --- | Stroke of Luck |
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.
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.