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Jean (Gee Gee) Genie
Level 5 (0/14000 XP for level-up)
Background Archaeologist
Size Medium
Species Dji
Gunner
Subclass Deadeye’s Creed
Level 5
Hit dice 5/5
1d8+3

STR 10
+0
STR save: +0
DEX 17
+3
DEX save: +6
CON 16
+3
CON save: +3
INT 14
+2
INT save: +2
WIS 12
+1
WIS save: +1
CHA 13
+1
CHA save: +4

Initiative (DEX)
+3
Speed
30
Heroic Inspiration
Armor Class (AC)
14
Leather Armor
Hit Points
43 / 43
Death Saves
Succeeded
Failed
Exhaustion


Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Pistol +6 DEX 1d6+3 piercing
 Ammunition (range 40/120), Light, Loud (500), Reload (2)
Pistol +6 DEX 1d6+3 piercing
 Ammunition (range 40/120), Light, Loud (500), Reload (2)
Dagger +6 DEX 1d4+3 piercing
 Finesse, Light, Thrown (range 20/60), Nick
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Leather Armor 14
Skills
P/E Bonus Skill Abi
+3 Acrobatics DEX
+7 Animal Handling WIS
+2 Arcana INT
+0 Athletics STR
+1 Deception CHA
+2 History INT
+1 Insight WIS
+4 Intimidation CHA
+2 Investigation INT
+1 Medicine WIS
+5 Nature INT
+4 Perception WIS
+1 Performance CHA
+4 Persuasion CHA
+2 Religion INT
+3 Sleight of Hand DEX
+6 Stealth DEX
+1 Survival WIS

+6 Expertise Bonus
+3 Proficiency Bonus
Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Soften Descent
1 reaction, which you take when you are about to hit a surface after falling Self Instantaneous S
 Notes:   With a gesture, you cause an updraft in the air, slowing your descent. You ignore the first 60 feet when calculating falling damage.

Level 1 Spells
2 slots

NAME AB CAST RNG DUR DMG CMP #
Repulsing Palm
1 action Self Instantaneous S
 Notes:   You empower yourself with the unimpedable motion of a tectonic plate. Make an unarmed strike or melee attack with a weapon you’re holding against one creature within your reach. On a hit, the target suffers the attack’s normal effects, and if the target is Large or smaller, you can choose to push it up to 30 feet directly away from you. If the target collides with an object or creature, it stops moving, falls prone, and takes 2d8 bludgeoning damage. If it collides with an object, the object takes 2d8 bludgeoning damage. If it collides with a creature, that creature must make a Dexterity saving throw, taking 2d8 bludgeoning damage and being knocked prone on a failed save, or taking half as much damage and not falling prone on a successful one.
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0
Bastions
Treasure and Equipment
Proficiencies, Languages, and Talents

Languages: Common, Jinn


Weapon Proficiencies: Simple weapons, Martial Ranged weapons


Armor Training: Light armor


Tool Proficiencies: Tinker’s Tools, Cartographer's tools, Mason's tools, and Research Scrolls.




Features & Traits

Background Features


Natural Historian. You have advantage on History checks that involve animals or the natural world.


Hazard Training. You are acutely aware of geological hazards and have proficiency on saving throws against geological hazards (i.e. falling from cliffs, escaping landslides, cave-ins, etc.).


Cladistics Specialization. You can tell if a beast has been unnaturally altered or is not behaving of its own accord


Race Features


Low Mass. You weigh half as much as a human of the equivalent size, and require half as much food to sustain yourself.


Power of Imagination. For a brief moment, mind overcomes matter as you exert the influence of the Imaginal Plane over your body. When you make an attack roll, ability check, or saving throw using Strength, Dexterity, or Constitution, you can replace the modifier used with your choice of your Wisdom, Intelligence, or Charisma modifier. You can use this trait a number of times equal to your Proficiency Bonus and regain all expended uses when you finish a Long Rest. You also regain all expended uses when you finish a Short Rest on the Imaginal Plane.


Unenforceable. You have Resistance to Force damage.


Cosmic Magic. A facet of your heritage manifests as the gift of spellcasting. Choose one of the following aspects of cosmic jinn: friction, gravity, magnetism, or time. At 1st level you gain the ability to cast a cantrip associated with that aspect. At 3rd level and 5th level, you gain the ability to cast a 1st-level and 2nd-level spell, respectively. Spells cast with this trait don’t require material components, and Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select this race).


Class Features


Moxie. You harness your grit and derring-do to take swift action the moment your foes blink. During combat, you can build momentum, represented by a resource called Moxie. You can never have more Moxie than shown on the Gunner table for your level. You can use a Bonus Action to gain 1 Moxie if, on the same turn, you’ve made an attack against a hostile creature or forced a hostile creature to make a saving throw.


Additionally, you gain 1 Moxie each time you do any of the following:



  • Score a Critical Hit on an attack roll against a hostile creature of Challenge Rating 1⁄2 or higher, or roll a 20 on a saving throw imposed by a hostile creature.
  • The first time each turn that you reduce a hostile creature of Challenge Rating 1⁄2 or higher to 0 Hit Points.

If you haven’t gained or expended any Moxie for 1 minute, you lose all Moxie. You can expend 1 Moxie to reload a firearm when you use its last bullet (no action required), or to take the special Reactions described at the end of your character sheet, which don’t use your normal Reaction. You can still only take one Reaction, special or otherwise, on each turn.


Bullet Time. As a Bonus Action, you can enter a state of heightened reflexes until the start of your next turn. During this time, you have Advantage on attack rolls, ability checks, and Dexterity saving throws, and creatures have Disadvantage on attack rolls made against you. In addition, you expend 1 less Moxie the first time you take a special Reaction that would require you to expend Moxie.


Once you’ve used this Bonus Action, you can’t do so again until you finish a Short or Long Rest. Starting at 17th level, you can use it twice before a rest.


Firearm Attachments. A marksman is only as good as their weapon, and you’ve learned to improve yours with special attachments. When you finish a Long Rest, you can apply, remove, or swap any number of attachments from the list at the end of this class on firearms you’re holding. The maximum number of attachments you can have in total, as well as the maximum number of attach- ments that a single firearm can hold at a time, are listed on the Gunner table. You can apply the same attachment to different firearms, but each one counts against your limit.


Attachments are divided into five types: Barrel, Melee, Muzzle, Sights, and Miscellaneous. With the exception of Miscellaneous attachments, you can’t have more than one attachment of any type on the same firearm. In addition, some attachments have a level requirement in this class that you must meet in order to apply them to a firearm.


Other creatures can use firearms bearing attach- ments you’ve applied using this feature, but those creatures can’t benefit from those attachments.


Lucky Skill. Using a distinctive combination of raw skill and dumb luck, you can snatch victory from the jaws of defeat. Choose a skill or tool in which you’re proficient; it becomes your Lucky Skill. When you make an ability check using your Lucky Skill, you can use your Second Chance special Reaction without expending any Moxie.


Extra Attack. You can attack twice, instead of once, whenever you take the Attack action on your turn. You can forgo one of these attacks to instead reload a weapon with the Reload property.


Subclass Features


Stakeout. No foe can escape your notice... unfortunately for them, the opposite isn’t true. You gain proficiency in the Perception and Stealth skills. Choose one of these skills to become an extra Lucky Skill, as per your Lucky Skill feature.


Deadeye’s Flair. Each of your shots is perfectly calculated, with ponderous rigor and endless patience. You learn unique ways to gain and spend Moxie detailed at the end of your character sheet in the "Moxie Reactions section"



Spellcasting

You can cast Repulsing Palm and Gravity Lapse one time per long rest




Feats

Naturalist



  • When rolling a Survival check to identify the remains of any beast, plant, or humanoid, any roll of a 1-9 is treated as a 10.
  • You have expertise in Survival checks when tracking a beast.
  • The first time you encounter a beast that you have not seen before, you are able to discern either its AC, maximum hit points, or one resistance it has (your choice).

Behaviorist



  • You have expertise in Animal Handling checks.
  • Creatures you tame gain +1 to their AC, hit rolls, and damage.


Moxie Reactions

Point-Blank. When a creature you can see leaves your reach, you can expend 1 Moxie to make an Opportunity Attack against that creature. You can choose to make a ranged weapon attack with a firearm you’re holding instead of a melee attack.


Second Chance. When you fail an ability check, you can expend 1 Moxie to reroll it. You must use the new result.


True Grit. When a creature ends its turn, you can expend 1 or more Moxie to gain 1d6 Temporary Hit Points per Moxie expended.


Careful Aim. At the end of each of your turns, you gain 1 Moxie if you hit a hostile creature of Challenge Rating 1⁄2 or higher with a ranged weapon attack using a firearm and didn’t spend any of your movement that turn.


Calculated Ricochet. When you miss with a ranged weapon attack using a firearm, you can expend 1 Moxie as a special Reaction to reroll the attack roll against a different target within range of the weapon and 30 feet of the original target.






™ & © Wizards of the Coast - D & D 5e Character Sheet v3.03, made by Tillerz - Updated: 2025-02-15

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