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Axel
Level 3 (0/2700 XP for level-up)
Background Urban Bounty Hunter
Size Medium
Species Tiefling (Infernal)
Gunner
Subclass Slugger’s Creed
Level 3
Hit dice 3/3
1d8+2

STR 15
+2
STR save: +2
DEX 15
+2
DEX save: +4
CON 15
+2
CON save: +2
INT 13
+1
INT save: +1
WIS 9
-1
WIS save: -1
CHA 14
+2
CHA save: +4

Initiative (DEX)
+2
Speed
30 ft.
Passive Perception
9
Heroic Inspiration
Armor Class (AC)
13
Leather Armor
Hit Points
24 / 24
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+4
Ability
CHA
Abi Mod
+2
Save DC
12
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Pistol (Smart Grip) +4 DEX 2d6+2 piercing
  Properties: Ammunition (Range 40/120), Light, Loud (500), Reload (2) Nick
Pistol (Telescopic Sights) +4 DEX 2d6+2 piercing
  Properties: Ammunition (Range 40/120), Light, Loud (500), Reload (2) Nick
Handaxe +4 STR 1d6+2 slashing
  Properties: Light, Thrown (range 20/60) Vex
Handaxe +1 +5 STR 1d6+1+2 slashing
  Properties: Light, Thrown (range 20/60) Vex
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Leather Armor 13
Skills
P/E Bonus Skill Abi
+2 Acrobatics DEX
-1 Animal Handling WIS
+1 Arcana INT
+4 Athletics STR
+4 Deception CHA
+1 History INT
+1 Insight WIS
+2 Intimidation CHA
+1 Investigation INT
-1 Medicine WIS
+1 Nature INT
-1 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+1 Religion INT
+2 Sleight of Hand DEX
+4 Stealth DEX
-1 Survival WIS

+4 Expertise Bonus
+2 Proficiency Bonus
Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Firebolt
+4
Action 120 feet Instantaneous 1d10 V, S
 Notes:   You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn’t being worn or carried.
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 14, Platinum: 0
Treasure and Equipment

Pistols (2), Handaxe, Leather Armor, Explorer Pack (Backpack, Bedroll, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin.), A set of clothes appropriate to your duties, Smiths Tools




Proficiencies, Languages, and Talents

Weapon Training: Simple weapons, Martial Ranged weapons


Armor Training: Light Armor


Tool Proficiencies: Dice Set, Card Set, Thieves tools, Smith’s Tools


Languages: Common, Infernal




Features & Traits

Background


Ear to the Ground. You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.


Species


Darkvision. You have Darkvision with a range of 60 feet.


Fiendish Legacy. You have resistance to Fire damage. You also know the Firebolt cantrip, and learn Hellishrebuke at level 3 and Darkness at level 5.


Otherworldly Presence. You know the Thaumaturgy cantrip.


Class


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 in the Moxie section 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 height- ened 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.


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 attachments 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.


Subclass


Close-Quarters Expert. Any foe that thinks you won’t be as dangerous up close as you are from a distance is in for a very painful realisation. You gain proficiency in the Acrobatics skill, and it becomes an extra Lucky Skill for you, as per your Lucky Skill class feature. In addition, you gain proficiency with Martial weapons that lack the Two-Handed property



Notes

Lucky Skills: Acrobatics, Insight.


Telescopic Sights: Attacking at long range doesn’t impose Disadvantage on your attack rolls made using a firearm with this attachment. The attachment also functions as a Spyglass.


Smart Grip: You can’t be disarmed of a firearm with this attachment unless you are Incapacitated.



Moxie

Gaining Moxie



  • 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.
  • Roll a 20 on the d20 for a saving throw imposed by an enemy.
  • The first time each turn that you reduce a hostile creature of Challenge Rating 1⁄2 or higher to 0 Hit Points.
  • Blade & Bullet. The first time you hit with a ranged attack using a firearm and a melee attack on the same turn, you gain 1 Moxie.

Expending Moxie



  • 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.
  • Tacticool Reload. Immediately after you reload a firearm, you can expend 1 Moxie as a special Reaction to make a melee attack with a weapon or an Unarmed Strike.



Feats

Hunter of Hunters



  • Dead Aim. As a Bonus Action, you can scrutinize a creature to spot its vulnerable points. The next time you deal damage to the creature before the start of your next turn, you ignore the creature’s damage Resistances, if any.
  • Studied Quarry. You have Advantage on ability checks made to recall information about a creature.

Gunner



  • You ignore the loading property of firearms.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.




™ & © Wizards of the Coast - D & D 5e Character Sheet v3.04, made by Tillerz - Updated: 2025-06-11

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Cooked_calamari.

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