+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+1 | Strength | |
+6 | Dexterity | |
+2 | Constitution | |
+5 | Intelligence | |
+3 | Wisdom | |
+1 | Charisma |
+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 |
+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 |
Weapon / Attack | AB | Abi | Dmg | Dmg Type |
---|
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
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
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
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
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
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
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
Firearm Heavy, Two-Handed Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial Ranged | 3d6 | Piercing | 180/500ft | Heavy, Two-Handed |
Cost: 70gp Weight: 10lbs
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
DnD 5e SRD
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
https://www.dandwiki.com/wiki/Gunslinger_(5e_Class)#Class_Features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
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.
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
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
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.
Activity | DC |
---|---|
Temporarily repair a disabled device | 10 |
Repair an item in half the time | 15 |
Improvise a temporary item using scraps | 20 |
Cost: 50 gp Weight: 10 lb.