Level | 3 (0/2700 XP for level-up) |
Background | Urban Bounty Hunter |
Size | Medium |
Species | Tiefling (Infernal) |
Subclass | Slugger’s Creed |
Level | 3 |
Hit dice | 3/3 |
1d8+2 |
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 |
W | T | Armor | AC | D | Properties |
---|---|---|---|---|---|
Leather Armor | 13 |
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 |
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
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
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.
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.
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:
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.
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
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.