Caliber No. 9

6 Level (18542/23000 XP for level-up) Urban Bounty Hunter Background Warforged Race / Species / Heritage Lawful Neutral Alignment
Ranger
Level 6
Hit Dice: 6/6
1d10+3 Class 1

STR
11
+0
DEX
16
+3
CON
16
+3
INT
8
-1
WIS
14
+2
CHA
10
+0
58
Hit Points
+3
Initiative (DEX)
17
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
15
Passive Perception
Spellcasting ...
+5 Attack mod
WIS Ability
+2 Abi Mod
13 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+3 Strength
+6 Dexterity
+3 Constitution
-1 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+3 Acrobatics DEX
+2 Animal Handling WIS
-1 Arcana INT
+3 Athletics STR
+0 Deception CHA
-1 History INT
+5 Insight WIS
+3 Intimidation CHA
+2 Investigation INT
skills
+2 Medicine WIS
-1 Nature INT
+5 Perception WIS
+0 Performance CHA
+3 Persuasion CHA
-1 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Infantry Rifle +8 DEX 2d8-3+3 Piercing
 FIREARM (No mod to damage), Ammunition (Firearms), Range(160/480), Reload(4), Sighted, Two-Handed
Revolver (Armblade) +8 DEX 2d8-3+3 Piercing
 FIREARM (No mod to damage),Ammunition (Firearms), Range, Reload (6)
Greatclub +0 STR 1d8 Bludgeoning
 Two-Handed, Push
Mace +0 STR 1d6 Bludgeoning
 Sap
Attacks

Spell Book

Staff of Flowers, Talking Doll, Gloves of Missile Snaring, Infantry Rifle, Revolver (Armblade), Scale Mail, Greatclub, Mace, Longbow, Arrows, Backpack, Bedroll, Mess Kit, Rations (1 day), Rope Hempen (50 feet), Tinderbox, Torch, Waterskin, Thieves' Tools

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 330, Platinum: 0 Money

Languages


Common, Elvish, Draconic, Dwarvish

Tools


Dragonchess Set, Playing Card Set, Thieves' Tools

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

Acid

Adventuring Gear

Varies

As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged Attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.


Alchemical Launcher

Weapon

Uncommon Requires Attunement

This springloaded armpeice attatches to the outer-forearm of an Automaton, and as such can only be attuned and integrated by an Automaton.
A creature attuned to this launcher can use any thrown alchemical items (such as alchemist fire, acid, or bombs) with a bonus action rather than an action, doubles the distance these items can be thrown, and adds their proficiency bonus to attack rolls made with these items.
Breaking attunement to this item takes one minute, after which it is no longer integrated.


Armgun

Firearm

Common Requires Attunement

An armgun is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armgun into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.


Staff of Flowers

Staff

Common

This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild-scented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would.
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever.


Wildmagic Shell

Ammunition

Uncommon

Thrown 60/120ft. All creatures within 10ft must roll on the Wild Magic table.


Talking Doll

Wondrous Item

Common

While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, "I want a piece of candy." The doll's phrases are lost when your attunement to the doll ends.


The statblocks of your class features

Ranger Features

Favored Enemy


You have advantage on Survival checks to track your favored enemies, as well as on INT checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

Humanoids
Humanoids are the main peoples of the world, both civilized and savage, including humans and a tremendous variety of other species.

Monstrosities
Monstrosities are monsters in the strictest sense -- frightening creatures that are not ordinary, not truly natural, and almost never benign.


Natural Explorer


You have a favored terrain type. Your proficiency bonus is doubled for proficient skills when you make an INT or WIS check related to it. While traveling for an hour or more in your chosen terrain, difficult terrain doesn’t slow your group’s travel, your group can’t become lost except by magical means, you remain alert to danger even when you are engaged in another activity, you can move stealthily at a normal pace (while alone), you find twice as much food while foraging, and while tracking creatures, you learn the exact number, sizes, and how long ago they passed through the area.
Desert
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.

Forest You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.


Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.


Primeval Awareness

As an action, you can expend one ranger spell slot (1 minute per level of spell slot) to sense whether any aberrations, celestials, dragons, elementals, fey, fiends, or undead are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain). This feature doesn’t reveal the creatures’ location or number.
Primeval Awareness: 1 Action

Punish the Guilty


Starting when you choose this archetype at 3rd level, when you attack a creature with all its hit points, you can make one additional attack against it. If you deal damage to this creature, it has disadvantage on attack rolls it makes during its next turn.

Extra Attack


You can attack twice whenever you take the Attack action on your turn.

Automaton Features

Constructed Resilience


You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
You don’t need to eat, drink, or breathe. You are immune to disease. You don’t need to sleep, and magic can’t put you to sleep.

Sentry’s Rest

When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Integrated Protection

You gain a +1 bonus to Armor Class. To don or doff armor other than a shield takes 1 hour, and you must be proficient with the armor.
While you live, your incorporated armor can’t be removed from your body against your will.

Integrated Tool
Choose one tool you’re proficient with (Lockpicking Set).
This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.
 

Gunner

Gunner


Ignore the loading property of firearms. Being within 5 ft. of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

Hunters Mark

1-level Divination

Casting Time: 1 Bonus Action
Range/Area: 90ft
Components: Verbal
Duration: Concentration, up to 1 hour
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it.
  If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Detect Magic

1-level Divination

Casting Time: 1 Action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Level 2 Spells

Summon Beast

2-level Conjuration

Casting Time: 1 action
Range/Area: 90ft
Components: Verbal, Somatic, Material
Materials: (a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp)
Duration: Concentration, up to 1 hour
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level where the spell’s level appears in the stat block.




[STATBLOCK

https://imgur.com/a/4N50FLV

Rope Trick

2-level Transmutation

Range/Area: Touch
Components: Verbal, Somatic, Material
Duration: 1 hour
You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.
  The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.
  Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
  Anything inside the extradimensional space drops out when the spell ends.

Enhance Ability

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Duration: Concentration, up to 1 hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends.
  Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
  Bull's Strength: The target has advantage on Strength checks, and his or her carrying capacity doubles.
  Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
  Eagle's Splendor: The target has advantage on Charisma checks.
  Fox's Cunning: The target has advantage on Intelligence checks.
  Owl's Wisdom: The target has advantage on Wisdom checks.
  At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

SolidTab.

Statblock Type

Character Sheet (2020)

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