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Gunslinger Inheritor

CLASS & LEVEL BACKGROUND PLAYER NAME

Bugbear
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
14 3A 30
11 2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

0 PERSONALITY TRAITS

Hit Point Maximum


0
Strength
DEXTERITY

17



5

2
Dexterity
Constitution
10
CURRENT HIT POINTS IDEALS
0
Intelligence
3 0
Wisdom
● 3
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
14

5
Acrobatics (Dex) Total SUCCESSES
2
0
Animal Handling (Wis) 1d8 FAILURES

0
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
0
Athletics (Str)

11 1
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE

2
History (Int)
Pistol +5 1d10+3 Quick Draw
0 0
Insight (Wis)
Gunslingers have twitch
1
Intimidation (Cha) Dagger +5 1d4+3 reflexes and can pull a gun in
WISDOM 0
Investigation (Int)
the blink of an eye. You have
0
Medicine (Wis)
11 0
Nature (Int)
advantage on initiative rolls.
Pistol: 1d10 piercing, range Additionally, you can draw or
0
Perception (Wis)
0 (30/90), loading stow up to two weapons when
1
Performance (Cha)
you roll initiative and

3
Persuasion (Cha)
CHARISMA Dagger: 1d4 piercing, whenever you take an action
0
Religion (Int)
Finesse, light, thrown (20/60) on your turn.
12 3
Sleight of Hand (Dex)

5
Stealth (Dex)
1 ●
2
Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

10 PASSIVE WISDOM (PERCEPTION)


CP Leather Armor
(longcoat)
SP
Light Armor
Dagger
Simple weapons EP

Dungeoneer's pack
Simple + Martial firearms GP 15
Broken Rifle
One Gaming Set PP

Pistol

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Background Feature: INHERITANCE (Broken Rifle)


Choose or randomly determine your inheritance from among the possibilities in the table below. Work with
Rolled for Stats your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story?
You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your
Class: Valda's inheritance as your character does.
Fighting Style DUELIST
While you are wielding a firearm in one hand and nothing in the other, if you make a ranged weapon attack
and exceed the target’s AC by 5 or more, you deal one extra die of weapon damage. You can only use this
ability once per round.
DARKVISION. 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 discern colors in that darkness only as shades of gray.
FEY ANCESTRY. You have advantage on saving throws you make to avoid or end the charmed condition on
yourself.
LONG-LIMBED. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
POWERFUL BUILD. You count as one size larger when determining your carrying capacity and the weight
you can push, drag, or lift.
SNEAKY. You are proficient in the Stealth skill. In addition, without squeezing, you can move through and
stop in a space large enough for a Small creature.
SURPISE ATTACK. If you hit a creature with an attack roll, the creature takes an extra 2d6 damage if it hasn't
taken a turn yet in the current combat.
FEAT: GUNNER
*You ignore the loading property firearms.
*Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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