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Eve Akkerman

3 Level (0/2700 XP for level-up) Maid Background human Race / Species / Heritage Alignment
Marksman
Level 3
Hit Dice: 3/3
1d8+0 Class 1

STR
6
-2
DEX
18
+4
CON
11
+0
INT
13
+1
WIS
6
-2
CHA
14
+2
18
Hit Points
+4
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
10
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
-2 Strength
+6 Dexterity
+0 Constitution
+3 Intelligence
-2 Wisdom
+2 Charisma
saving throws
+4 Acrobatics DEX
-2 Animal Handling WIS
+1 Arcana INT
-2 Athletics STR
+2 Deception CHA
+1 History INT
-2 Insight WIS
+2 Intimidation CHA
+3 Investigation INT
skills
-2 Medicine WIS
+1 Nature INT
+0 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+1 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
-2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
glock 17 +4 DEX 2d6+4 piercing
 range 40 ft.
Attacks
Maid's Profession
As a long time servant to your family, noble or high ranking people will recognize your origin. They might be willing to listen to you, if your family had any connections with them, but they also might be reluctant to trust you. As a servant to your family, whether former or present, you are still seen through their reputation.
Additionally, your expertise and heritage is useful in the eyes of your potential employers. You should be able to find a job that involves your profession easier.

Sniper
Sniper Expertise
At 3rd Level, you're proficient with Stealth and Perception.

To Aim
At 7th Level, if you don't move you can spend your movement to aim at a target. You add your Intelligence modifier to the attack and damage rolls performed on the current turn.

Controlled Breathing
At 11th Level, you learn a breathing technique that prevents your firearm from swinging, when using To Aim you gain advantage to attack rolls.

One Shot One Kill
At 15th level, when you use To Aim, you double the damage roll dice.

Perfect Shot
At the 18th level, you can declare that a Firearm attack was a Perfect Shot. The Perfect Shot must be announced before the attack roll and you add +10 to the attack roll. You may do so again after finishing a short or long rest.

Firearms
At 1st level you can create firearms and ammo. Pipe firearms take 4 hours of work and 60gp of materials to create. To make a standard firearm it takes 1 workday (1 workday equals 8 hours of work) of work and 125gp of materials. To make heavy firearms it takes 2 workdays of work and 250gp of materials. Special firearms have their own cost and build times. All firearms unless stated otherwise do piercing damage and has a safety that, when on, the firearm will not fire. It can be turned on or turned off as a bonus action. If someone doesn't know how a firearm works they must make a dc 18 Intelligence check to know how the firearm works. You can use an action or bonus action to reload a firearm.

Shotguns: All shotguns have a special feature called spread, any creature within a 15 foot cone of the target takes half of the damage the main target takes.

Unarmored Defense
You know how to position yourself in combat in order to take better advantage of your firearms and avoid vulnerability in your defense. Starting at 1st level, when you are not wearing any armor, your Armor Class will be 10 + your Dexterity modifier + your Intelligence modifier.

Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. As a bonus action, you can take the Dash, Disengage, or Hide action.

Marksman Order
At 3rd level, you choose a Marksman order. Choose between God's Emissary, Death's Hunter, Arcane Marksman, Gunslinger, or Sniper, all detailed at the end of the class description. Your choice grants you features at 3rd and again at 7th, 15th, and 18th.

Features & Traits
Pipe firearm and Tinker's tools. A fine maid dress (equivalent to Fine Clothes), a signet ring given to the servants of the family you worked at and a pouch containing $800.
two changes of clothes and a suitcase to store them.
basic terrarium with 5 gem beatles.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
english. Cook’s utensils or Brewer’s supplies

Languages & Proficiencies
I enjoy peaceful music and relaxing downtime activities.

Personality Traits
You can only do so much, but even if the task seems impossible, the first step is more important than the journey.

Ideals
I hated the place I was forced to work at. I want to ran away from my previous life as far as I can.

Bonds
I can't prevent myself from prying into other people's secrets.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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