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8 Gunslinger Soldier Honey man 2

CLASS & LEVEL BACKGROUND PLAYER NAME


Claymore D. Jet
Warforged Milestone
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
16 +7 30ft
12 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

+1 PERSONALITY TRAITS

Hit Point Maximum 68


● +4
Strength
DEXTERITY

18 ●


+4

+8
Dexterity
Constitution
68
CURRENT HIT POINTS IDEALS
+3
Intelligence
+4 +5
Wisdom
+4
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
20 8d10
+4
Acrobatics (Dex) Total SUCCESSES
+5
+2
Animal Handling (Wis) 8d10 FAILURES

+0
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
+4
Athletics (Str)

10 +4
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
+0
History (Int) Second Wind: you can use a
Bad News +7 2d12/P+4
+0 ●
+5
Insight (Wis) bonus action to heal hp = 1d10 +

+4
Intimidation (Cha) Pistol +7 1d10/P+4 your fighter level. You can use
WISDOM +0
Investigation (Int) this once per short/long rest.
+2
Medicine (Wis) Action Surge
14 +0
Nature (Int)
On your turn, you can take one
Bad News: Reload 1 Misfire 3 additional action. You can do this

+5
Perception (Wis)
+2 Pistol: Reload 4 Misfire 1 once per short/long rest.
+1
Performance (Cha)
Extra Attack
CHARISMA +1
Persuasion (Cha)
You can attack twice, instead of
+0
Religion (Int)
once, whenever you take the
12 +4
Sleight of Hand (Dex) Attack action on your turn.
+4
Stealth (Dex)
+1
+2
Survival (Wis) Trick Shots(DC: 15)
SKILLS ATTACKS & SPELLCASTING 1).
2).
3).
12 PASSIVE WISDOM (PERCEPTION)
CP Leather Armor, 20 Grit(2pts)
arrows Scimitar, War You regain 1 used grit pt each
SP Pick time you roll a nat 20 for an attack
Armor: All armor, shields with firearm, or deal a killing blow
Light Crossbow, 20
Weapons: Simple weapons, with a firearm to a creature of
EP
bolts, Explorer’s pack
martial weapons, Firearms significant threat. You regain all
Tinker's tools
Tools: Tinkers tools, Smiths GP 18
expended grit points after a short
Musket, Bad News or long rest.
tools
Languages: Common, Giant PP
Quick Draw
You can also stow a firearm, then
draw another firearm as a single
object interaction on your turn.
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

Constructed Resilience: Advantage on saving thows against


being poisoned and resistance to poison damage, You don't need
to eat, drink or breathe, you are immune to disease and you don't
need to sleep and magic can't put you to sleep.
Sentry's Rest. During a long rest, you must spend 6 hours in an
inactive, motionless state. In this state it doesn’t render you
unconscious and you can see and hear as normal.
Integrated Protection: Donning/Doffing for all armor takes 1 hour,
+1 to AC and armor cannot be taken off against your will.
Archery fighting style: + 2 to attack rolls with ranged weapons

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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