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Shuri Fujimura [V.3]

9 Level (0/64000 XP for level-up) Guild Artisan Background Half-Tabaxi Race / Species / Heritage Lawful Neutral Alignment
Fighter
Level 9
Hit Dice: 9/9
1d10+2 Class 1

STR
12
+1
DEX
14
+2
CON
14
+2
INT
12
+1
WIS
14
+2
CHA
10
+0
88
Hit Points
+6
Initiative (DEX)
14
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
2 / 2
Grit
+8 Expertise Bonus
+4 Proficiency Bonus
+5 Strength
+2 Dexterity
+6 Constitution
+1 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+2 Acrobatics DEX
+2 Animal Handling WIS
+1 Arcana INT
+5 Athletics STR
+0 Deception CHA
+1 History INT
+6 Insight WIS
+4 Intimidation CHA
+1 Investigation INT
skills
+2 Medicine WIS
+1 Nature INT
+6 Perception WIS
+0 Performance CHA
+4 Persuasion CHA
+1 Religion INT
+2 Sleight of Hand DEX
+6 Stealth DEX
+2 Survival WIS
+9 Tailoring Tools INT
+9 Tinkering Tools INT
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Battle Rifle Mk.LXVII +6 DEX 3d6+2 Piercing
 Two-Handed, Reload 3, Misfire 3, (range 60/300)
Shooting Stars (Twin Pistols) +6 DEX 1d8+2 Piercing
 Two-Handed, Reload 2, Misfire 1, (range 40/120)
Heart (Magnum) +6 DEX 4d10+2 Piercing
 Reload 1, Misfire 4, (range 40/120)
Sawed-cut Shogun +6 DEX 2d8+2 Piercing
 Two-Handed, Reload 1, Misfire 2, (range 15/60)
Hunting Rifle +6 DEX 1d12+2 Piercing
 Two-Handed, Reload 1, Misfire 2, (range 90/480)
Metal Bat +6 DEX 1d6+2 Bludgeoning
 Light
Wolf Claws +6 DEX 1d4+3+2 Slashing
 Finesse
Attacks

Fighting Style: Archery

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

Second Wind

On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. 1d10+9 Once you use this feature, you must finish a short or long rest before you can use it again.


Indomitable

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.

Feat: Dual Wielder

You master fighting with two weapons, gaining the following benefits:
• You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
• You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.
• You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Feat: Sentinel

You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
• Whenever you hit a creature with an opportunity attack, its speed drops to 0 for the rest of the turn. This stops any movement they may have been taking.
• Creatures within your reach provoke opportunity attacks even if they took the Disengage action.
• When a creature within your reach makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Racial Feat: Double Swipe

You train extensively with your claws. They count as light finesse weapons. You can use them for two-weapon fighting as one attack action. If you are using your claws while holding nothing in either hand, both sets of claws add your Dexterity or Strength modifier for damage.

Artisan Guild Background

Most of the guilds are naturally found in the cities which are large enough to support various artisans which are practicing the same trade. However, your guild artisan 5e might be instead a loose networks of artisans like whose each work n a different village within the larger realm. To determine nature of your guild you have to work with your DM (dungeon master).

Like an establishment and the respect member of guild you can rely on the certain benefits which membership is providing and your fellow membership guild members will be providing you with lodging and also food if necessary and also pay for your funeral if it needed. In some of the cities and also towns, a guildhall offers a central place to meet the other members of your profession which has the features to be a good place to meet potential patrons allies, or hirelings.

Guilds are often wield with a tremendous political power. Suppose, if you’re accused of a crime sometimes or somewhere there your guild will be supporting you if the good case can be made either for your innocence or for the crime is justifiable. Here you also can gain access to the powerful political figures too through the guild but if you are one of the members in the good standing. For the guilds coffers those kinds of connections might be need the donation of money or the magic items. To the guild you have to pay the amount which dues of 5gp, otherwise if you miss payments unfortunately, you must need to make up back dues to remain in the guilds good graces.

Features & Traits
Craftsman's Leather Armor
Weapon utility belt (Stores 3 weapons)
Heart (Magnum)
STEPP Battle Rifle
Rifle
Shotgun

10 Sheets of Flying Fish Paper
Boots of Spider Climbing
Metal Bat
Health Potion (4d4 +2)
Backpack

Rose Tinted Shades
Elminster's Identifier Bracers
A Flask
Piton
Petraglaus Exotic dress x2
Grooming set
Tinkerer's tools
Weaver's Tools

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Skill Proficiencies: Insight, Persuasion
Tool Proficiencies: Tailoring Tools, Tinkering Tools
Languages: Common, Elvish
Equipment: A set of artisan's tools (one of your choice), a letter of introduction from your guild, a set of traveler's clothes, and a belt pouch containing 15gp

Languages & Proficiencies
Add +2 to attack roles for archery

Rifle Ammo: 16
Pistol ammo: 16
Shotgun ammo: 15

Bullet of Cold: 5
Bullet of Venom: 3
Bullet of Restraining: 1
Bullet of force: 2

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

Elminster's Great Protection: Prototype Alpha

Wondrous Item Legendary (this item requires attunement)

This armor is a WIP of Elminster that is still in the alpha stage of production. Made from pieces of Elminster, among other materials. this armor has the capability of improving with time. Protecting the user while allowing flexible mobility.   Wearing this armor counts as wearing a Utility belt. You can store up to 3 heavy weapons and 3 consumable items for Bonus Action use with this armor. You also gain the following benefits.  

  • Mini-Arcane Launcher- This miniature missile launcher that can fire up to 10 tiny missiles. Every two missile fired increases the misfire score by 1 to a max of a 5. Each missile does 1d10 bludgeoning damage and 1d10 elemental damage, depending on the missiles loaded. If a misfire is rolled, it will take a long Rest to repair the arcane cannon.
  • TrueSight Visor - You can expend a bonus action to activate this visor. Once activated, you gain truesight up to 30 feet for 1 minute or until an attack is made.
  • Partial Armor- You have resistance to Poison and Critical Damage.
  • Boosterpack - You can use a Bonus Action to propel yourself forward or rise 20 feet in the air. You can only move by pushing or pulling against a fixed object or surface. You may also use your a bonus action to move 20 feet in a direction of your choosing.

Type AC STR Req. Stealth Dis. Properties
Medium 14 + Dex Modifier (Max 2)


 

Tattoo of Eldritch Claw

Wondrous Item

Uncommon Transmutation

Tattoo Elemental

While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. 

As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action cannot be used again until the next dawn.

Type Damage Damage Range
Simple Melee 1d6 Force 15

Cost: 2000 gold credits

Tattoo of Coiling Grasp

Wondrous Item

Uncommon Transmutation

Tattoo Attunement.

While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled by you. 

As an action, the creature can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this tattoo on a different creature.

Type Damage Damage Range
Simple Melee 3d6 Force 15

Cost: 2000 gold credits

Craftman's Leather Armor

Armor (Light)

Rare Enchantment Requires Attunement

This specialty leather armor is designed for the craftsman and leatherworking. Providing ample protection from any mishaps and any potential dangers. The leather itself adjusts to the wearer and provides a +3 Intelligence modifier.

Type AC STR Req. Stealth Dis.
Light 12+Dex mod No


Elminster's Identifier Braces

Adventuring Gear

Very Rare Divination Requires Attunement

This watch has been remodeled to digital screened braces and updated with Elminster's knowledge base of innumerable creatures, equipment, and magical items.

When identifying a creature, this device will tell the wearer the target's current health condition, status ailment and true identity, even when disguised or under a illusionary spell. In addition of a creature being scanned, you can scan the creature again to see it's it's strengths or weaknesses. You must be able to see the creature and it must be within 30 feet of you to use this feature.

When identifying an object, the braces are under the effect of the Identify spell cast as a Ritual spell. You must be touching the item throughout the use of this feature.

After the target is scanned, you will be notified of the target's location if it is within 100 feet. If the target is moving, you know the direction of it's movement.

Using this item on a target consumes one charge. This watch has a maximum of 3 charges and regains 1 charge once per day.


Heart

Firearm

Very Rare Evocation Requires Attunement

A custom quad-barrel magnum crafted by the terrorist Steven Steele. This cursed weapon will deal half the damage dealt to it's wielder. This cursed weapon expels a loud boom noise when fired clearly audible up to 100 feet.

Type Damage Damage Range
Martial Ranged 4d10 Piercing


Battle Rifle Mk.LXVII

Firearm

Rare

This battle rifled is manufactured by STEPP. Very accurate in it's precision and can easily be modified with additional attachments.

Type Damage Damage Range
Martial Ranged 3d6 Piercing 120/240


Improved Studded Leather

Armor (Light)

Uncommon

This flexible leather armor has additional guards for the thighs giving additional protection without sacrificing agility.

Type AC STR Req. Stealth Dis.
Light 13+Dex mod No


Rose-tinted Shades

Modern Uncommon [Abjuration]

While being worn, these shades prevents the wearer from being blinded or charmed (visually). However, the wearer will have disadvantage on any visual Perception and Investigation rolls.

Cost: 50 gp


 

Metal Bat

Firearm

Common

Type Damage Damage Range
Simple Melee 1d6 Bludgeoning


Hunting Rifle

Firearm

Common

Type Damage Damage Range
Martial Ranged 1d12 Piercing 120/240


Sawed-Off Shotgun

Firearm

Common

A shotgun with it's barrel sawed off.

Type Damage Damage Range
Martial Ranged 2d8 None 15/60


Boots of Spider Climbing

Wondrous Item

Uncommon

While you wear these boots, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the boots don't allow you to move this way on a slippery surface, such as one covered by ice or oil.


The statblocks of your class features

Fighter - Gunslinger Archtype


Hit Points

Hit Dice: d10 per Fighter - Gunslinger Archtype level
Hit Points at first Level: 10 + Con mod
Hit Points at Higher Levels: 6 + Con mod

Proficiences

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Tinker's Tools
Saving Throws: Str, Con
Skills:

Overview & Creation

Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.


Class Features

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options: Archery, Defense, Dueling, Great Weapon Fighting, Protection, Two-Weapon Fighting.

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge

Starting at 2nd level, 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. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.


Subclass Options

Gunslinger

Most Warriors and combat specialist been there years perfecting the classic arts of swordplay, archery, or polearm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenges to master them.   However, some minds couldn't stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survived these trials of ingenuity may become the first to create, and deftly wield, the first firearms.   This archetype focuses on the ability to design, craft, and utilize powerful yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new untested technologies in the world or the Arcane energies that rule the elements are ever-present.   Should this path of powder, fire, and metal call to you, keep your wits about you, hold on to your convictions as a fighter, and let skill meet luck to guide your bullets to strike true.

 

Firearm Proficiency

Starting when you choose this archetype at third level, you gain proficiency with Firearms, allowing you to add your proficiency bonus to attacks made with firearms.  

Gunsmith

Upon choosing this archetype at 3rd level, you gain proficiency with tinker's tools. You mean use them to craft ammunition at half the cost, repair damaged Firearms, or even draft and create new ones (at DM's discretion). Some extremely experimental and intricate Firearms are only available through crafting.  

Adept Marksman

When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.   Trick Shots. You learn to trick shots of your choice, which are detailed under "Trick Shots" below. Many Maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.   You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trickshot you know with a different one.   Grit. You gain a number of grit points equal to your Wisdom modifier minimum of 1. You regain 1 expended grit points each time you roll a 20 on the D20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (at DM's discretion). You regain all expended grit points after a short or long rest.   Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shots effects. The saving throw DC is calculated as follows:  
Trick Shot save DC = 8 + your Proficiency bonus + your Dexterity modifier
 

Side Step

Starting at 6th level, your extraordinary reflexes allow you to sidestep or tumble out of the way of trouble. You can use your reaction to move up to half your movement speed. When you move at least 5 feet, reduce the damage equal to your Dexterity modifier. While moving in this manner, enemies have Disadvantage on attacks of opportunity made against you.  

Quick Draw

When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.  

Rapid Repair

Upon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a great point to attempt to repair a misfired but not broken firearm as a bonus action.  

Lightning reload

Starting at the 15th level, you can reload any firearm as a bonus action.  

Vicious intent

At 18th level, your firearm attacks score is a critical hits on a roll of 19 - 20, and you regain a great point on a roll of 19 or 20 on a D20 attack roll with a firearm.  

Hemorrhaging Critical

Upon reaching 18th level, whenever used for a critical hit on an attack with a firearm the target additionally suffers half the damage from the attack at the end of its next turn.  

Trick shots

These trick shots are presented in alphabetical order.   Bullying Shot. You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. When making a Charisma (Intimidation) check, you can expend 1 grit point to gain advantage on the roll.   Dazing Shot. When you make a firearm attack against the creature, you can expend 1 grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution Saving Throw or suffer disadvantage on attacks until the end of next turn.   Deadeye Shot. When you make a firearm attack against a creature, you can expend 1 grit point to gain advantage on the attack roll.   Disarming Shot. When you make a firearm attack against a creature, you can expend 1 grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed a strength saving throw or drop one held object of your choice and have that object be pushed 10 feet away from you.   Forceful Shot. When you make a firearm attack against a creature, you can expend 1 grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength Saving Throw or be pushed 15 feet away from you.   Piercing Shot. When you make a firearm attack against a creature, you can expend 1 grit point to attempt to fire through multiple opponents. The initial Attack gains a +1 to the Firearms misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.   Winging Shot. When you make a firearm attack against a creature, you can expend 1 grit point to attempt to topple a moving Target. On a hit, the creature suffers normal damage and must make a Strength Saving Throw or be knocked prone.   Violent Shot. When you make a firearm attack against the creature, you can expend 1 or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearms misfire score. If the attack hits, you can roll 1 additional weapon damage die per grit point spent when determining the damage.  

Firearm properties

Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies and elements of that property outline below. These properties replace the optional ones presented in the Dungeon Master's guide. Firearms are ranged weapons.

  Reload. The weapon can be fired a number of times equal to its reload score before you must spend one attack or one action to reload. You must have one free hand to reload a firearm.   Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapons misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm you must make a successful Tinkers tool check DC equal to 8 plus misfire score. If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Preachers who use a firearm without being proficient increase the weapons misfire score by one.   Explosive. Upon a hit Tama everything within five feet of the target must make a dexterity saving throw DC equal to 8 plus your proficiency bonus plus your dexterity modifier or suffer one d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.  

Ammunition

All firearms require ammunition to make an attack, and due to their very nature, ammunition may be near impossible to find or purchase. However if materials are gathered you can craft your ammunition yourself using your Tinkers tool at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.

Statblocks for your familiars, mounts etc.

Eggy CR: 1

Small monstrosity, unaligned
Armor Class: 12
Hit Points: 15
Speed: 40 ft

STR

7 -2

DEX

12 +1

CON

9 -1

INT

5 -3

WIS

6 -2

CHA

5 -3

Senses: Darkvision 60 ft
Challenge Rating: 1

Detect Emotions

Eggy is able to detect emotions within a 30 ft radius with it at the center.

Actions

Tackle

 Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d12 + 1) bludgeoning damage, Eggy will continue to move and attack the target whenever the target moves.

A egg-shaped creature discovered in the ShadowFell. Eggy is considered a larvae state of the Sorrowsworn monstrosities.

Motorcycle

Medium vehicle, any
Armor Class 10
Hit Points
Speed 90ft

STR
0
DEX
0
CON
0
INT
0
WIS
0
CHA
0

Damage Vulnerabilities Magic Attacks
Challenge 1/2



 

Motorcycles are a great transportation across vast lands. Fast and versatile, but not as durable as a car.

Statblocks for race/species of the character.

Half-Tabaxi

Ability Score Increase +2 Dex, +1 Cha
Size Medium
Speed 30ft

Darkvision.

You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
 

Feline Asility.

Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
 

Cat's Claws.

Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
 

Cat's Talent.

You have proficiency in the Perception (Hearing)   Languages. You can speak, read, and write Common and one other language of your choice

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

wrathfulspooky.

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