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Pallas

7 Level (0/34000 XP for level-up) Bounty Hunter Background Owlin Race / Species / Heritage Chaotic Neutral Alignment
Rogue, Assassin
Level 3
Hit Dice: 7/3
1d8+2 Class 1
Gunslinger, Marksman
Level 4
Hit Dice: 4/4
1d+2 Class 2

STR
12
+1
DEX
16
+3
CON
15
+2
INT
14
+2
WIS
16
+3
CHA
12
+1
53
Hit Points
+8
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
30ft, Fly 30ft
Speed (walk/run/fly)
3 / 3
Grit
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Strength
+6 Dexterity
+2 Constitution
+5 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+9 Acrobatics DEX
+6 Animal Handling WIS
+4 Arcana INT
+2 Athletics STR
+5 Deception CHA
+7 History INT
+9 Insight WIS
+5 Intimidation CHA
+4 Investigation INT
skills
+6 Medicine WIS
+4 Nature INT
+9 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+4 Religion INT
+9 Sleight of Hand DEX
+9 Stealth DEX
+9 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
Trickshots: Deadeye shot, Violent shot, Alert (Feat).

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common, Auran, Thieves Cant, Thieves tools + bonus profficiency, Tinker's tools, Disguise kit, Poisoners kit, Light armor, Medium armor, Simple weapons, Martial weapons, Bows, Firearms, Forgery kit

Languages & Proficiencies
Great with children

Bonds
Lone wolf,

Flaws


™ & © 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

DnD 5e SRD SRD

Hide Armor

Medium Armor Common

This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.

Type AC STR Req. Stealth Dis. Properties
Medium 12 + Dex Modifier (max 2)

Cost: 10 gp Weight: 12 lb


 

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

Kusarigama

Weapon Finesse, Light, Reach, Special (Depending on which end you strike with, you may do Slashing or Bludgeoning damage.) Uncommon

Type Damage Damage Range Properties
Martial Melee 1d4 Slashing Finesse, Light, Reach, Special (Depending on which end you strike with, you may do Slashing or Bludgeoning damage.)

Cost: 7 gp Weight: 3 lb


 

DnD 5e SRD

Hunting Trap

Adventuring Gear Common

When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

Cost: 5gp Weight: 25lbs


 

DnD 5e SRD

Hunting Trap

Adventuring Gear Common

When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

Cost: 5gp Weight: 25lbs


 

Snakes & Saloons

Bolt-Action Rifle

Firearm Heavy, Two-Handed Common

Type Damage Damage Range Properties
Martial Ranged 3d6 Piercing 180/500ft Heavy, Two-Handed

Cost: 70gp Weight: 10lbs


 

Normal ammo

Tool Common

A small bullet designed to deal damage, does 1d6+6 has a minimum range of 10ft and a maximum of 25ft. 6 shots can be in a magazine at once.

Cost: 0.25gp


 
Pierce.png

DnD 5e SRD

Rations (1 Day)

Adventuring Gear Common

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

Cost: 5gp Weight: 20lb


 

The statblocks of your class features

Assassin


Hit Points

Hit Dice: d8 per Assassin level
Hit Points at first Level: See Rogue
Hit Points at Higher Levels: See Rogue

Proficiences

Armor: See Rogue
Weapons: See Rogue
Tools: See Rogue
Saving Throws: See Rogue
Skills: See Rogue

Subclass Options

Bonus Proficiencies

You gain proficiency with a disguise kit and the poisoner's kit.  

Assassinate

Starting at 3rd level, 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.  

Infiltration Expertise

Starting at 9th level, 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 official-looking certificates 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.  

Impostor

At the 13th level, 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.  

Death Strike

Starting at the 17th level, 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.
 

https://www.dandwiki.com/wiki/Gunslinger_(5e_Class)#Class_Features

Marksman

hit dice: d8
hit points at 1st level: 8+ constitution modifier
hit points at higher levels: 1d8 (or 5) + Constitution modifier per level after 1st
armor proficiencies: light armor, medium armor
weapon proficiencies: Simple weapons, Martial weapons, Firearms
tools: Tinker's tools
saving throws: Dexterity, Intelligence
skills: Choose two from Acrobatics, Athletics, History, Insight, Perception, Sleight of Hand, Stealth, and Survival
starting equipment:
(a) a light crossbow, and 20 bolts or (b) any two simple weapons
(a) leather armor or (b) hide armor
(a) a dungeoneer's pack or (b) an explorer's pack
Pistol, a Musket, 12 Bullets, and Tinker's tools
spellcasting:
class features:
Firearm Forte Starting at 1st level, you can forge modern-style firearms and their ammunition. The DM must determine whether an item is craftable, what materials are required and how long it will take to make. A gunslinger also requires their Tinker's Tools to craft such items. Furthermore, you gain a +2 bonus to all attack rolls you make with ranged weapons.   Swift Reload Starting at 2nd level, you ignore the loading property of firearms with which you are proficient.   Adept Marksman At 2nd you learn to perform powerful trick shots to disable or damage your opponents using your firearms.   Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. 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 trick shot you know with a different one.   Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). 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 shot’s effects. The saving throw DC is calculated as follows:   Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier   The trick shots are as follows:   Bullying Shot You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. When you make an attack roll using a firearm, you can spend a Grit to force the target to make a Charisma saving throw against your Skill Shot save DC. On a failure, the creature is frightened until the end of your next turn.   Dazing Shot When you hit a creature with a firearm attack, you can expend one grit point to attempt to dizzy your opponent. The creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attack rolls until the end of their next turn.   Deadeye Shot When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.   Disarming Shot When you hit a creature with a firearm attack, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 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 one grit point to attempt to trip them up and force them back. 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 hit a creature with a firearm attack, you can expend one grit point to attempt to fire through multiple opponents. The creature suffers normal damage and you make an attack roll with disadvantage against every creature in a 15-foot line directly behind the target.   Violent Shot When you hit a creature with a firearm attack, you can expend one or more grit points to enhance the volatility of the attack. Roll one additional weapon damage die per grit point spent when determining the damage.   Winging Shot When you hit a creature with a firearm attack, you can expend one 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.   Gunslinger Bravado Starting at 3rd level, you choose an archetype that you strive to emulate, from Commander, CQC, Desperado, Marksman, and Preacher. Your choice grants features at 3rd level, and again at 7th, 13th, 15th, 18th, and 20th level.   Ability Score Increase When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   Extra Attack Starting 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 at 11th level in this class.   Special Ammunition Starting at 6th level, you can craft 2 special ammunition shots costing 50gp in materials, dealing 1d6 of the desired damage type (Fire, Lightning, or Cold). Appropriate materials are required to craft special ammunition, Essence of a Fire Elemental, Air Elemental, or Water Elemental (Or DM's discretion of what is allowed, Poison etc.) You can craft ammunition in increments of 25gp per day instead of 5gp per day, See Players Handbook for "Crafting" pg. 187. At 9th level this is upgraded to 100gp cost, dealing 1d8, and at 17th level this is upgraded to 200gp cost for 3, dealing 1d10.   Evasion Starting at 8th level, 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 subject to an effect that allows 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.   Quick Movement Once you reach 10th level, your base walking speed increases by 10 feet, and you may take the Disengage action as a bonus action.   Tools of the Trade Starting at 11th level, you may choose to customize a weapon that has been with you for more than a month, this weapon will become an identifying mark of your fame holding as much standing as its wielder. It carries distinct patterns and markings that are unique to your character. The weapon deals an additional damage die. Level 11 1d6, Level 15 1d8, Level 17 1d10, Level 20 1d12.   Low Profile Starting at 14th level, half cover counts as three-quarters cover for you.   Feral Senses Starting at 18th level, 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.
subclass options:
Sniper's Mark Starting at 3rd level, as a bonus action, you mark a creature that you can see. You have advantage on all attack rolls with firearms against that creature. This lasts for 1 minute or until you make an attack against another creature or the creature has 0 hit points. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain any expended uses when you finish a long rest.   Marked Quarry Starting at 7th level, you deal an additional 1d6 damage of your weapon's damage type against a creature affected by your Sniper's Mark feature.   Arcane Infused Weaponry Starting at 13th level, attacks with your firearms are considered magical for purposes of overcoming resistance, and immunity.   Interrupting Shot Starting at 15th level, when a creature marked by your Snipers Mark feature makes an attack, you may use your reaction to make a ranged weapon attack with a firearm you are holding against the marked creature. This attack happens before the marked creature hits.   Sharp Eyes Starting at 18th level, when you make an attack roll with a firearm, you now land critical hits on a roll of 19-20.   Master Marksman Starting at 20th level, your Sniper's Mark feature becomes second nature to you. You now regain all uses of your Sniper's Mark feature when you finish a short or long rest.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Owlfolk

Ability Score Increase Your Wisdom score increases by 2, and your Constitution score increases by 1.
Size Small
Speed 30ft. Fly 30ft

Creature Type. You are a Humanoid.   Size. You are Medium or Small. You choose the size when you gain this race.   Darkvision. You can see in dim light within 90 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.   Magic Sight. Your keen senses can focus to see the presence of magic. You gain the ability to cast the detect magic spell, but only as a ritual. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.   Nimble Flight. Thanks to your wings, you have a flying speed equal to your walking speed. When you fall, you can use your reaction to make a Dexterity saving throw (DC 10) to stop falling and fly in place until the start of your next turn.   Silent Feathers. You have proficiency in the Stealth skill.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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

Explorer's Pack

Adventuring Gear Common

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Cost: 10 gp Weight: 59 lb


 

Dungeoneer's Pack

Adventuring Gear Common

Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Cost: 12 GP Weight: 61 1/2 lbs


 

Thieves' Tools

Tool Common

Characters proficient with thieves' tools can use them to find and disarm traps and to open locks. Normally, these tasks are impossible without appropriate tools. A set of thieves' tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.

Cost: 25 gp Weight: 1 lb


 

Player's handbook 154, Xanathat's Guide to Everything 84

Tinkerer's tools

Adventuring Gear Common

A set of tinker’s tools is designed to enable you to repair many mundane objects. Though you can’t manufacture much with tinker’s tools, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail.   Components. Tinker’s tools include a variety of hand tools, thread, needles, a Whetstone, scraps of cloth and leather, and a small pot of glue.   History. You can determine the age and origin of objects, even if you have only a few pieces remaining from the original.   Investigation. When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago.   Repair. You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flamelewhot enough to make the metal pliable.  

ActivityDC
Temporarily repair a disabled device10
Repair an item in half the time15
Improvise a temporary item using scraps20

Cost: 50 gp Weight: 10 lb.


 

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River1020.

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