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Pyro/Big Brown Cousin

1 Level (0/300 XP for level-up) Gambler Background Genasi (Fire) Race / Species / Heritage Chaotic Neutral Alignment
Gunslinger
Level 1
Hit Dice: 1/1
1d8+2 Class 1

STR
13
+1
DEX
17
+3
CON
15
+2
INT
18
+4
WIS
15
+2
CHA
6
-2
10
Hit Points
+3
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
Spellcasting ...
+4 Attack mod
CON Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+5 Dexterity
+2 Constitution
+6 Intelligence
+2 Wisdom
-2 Charisma
saving throws
+3 Acrobatics DEX
+2 Animal Handling WIS
+4 Arcana INT
+1 Athletics STR
+0 Deception CHA
+4 History INT
+4 Insight WIS
-2 Intimidation CHA
+4 Investigation INT
skills
+2 Medicine WIS
+4 Nature INT
+2 Perception WIS
-2 Performance CHA
-2 Persuasion CHA
+4 Religion INT
+5 Sleight of Hand DEX
+3 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Handaxe +3 STR 1d6+1 slashing
Rifle (Basic) +5 DEX 1d8+3 piercing
 Ammunition (range 200/600), heavy, penetrating, reload(10), two-handed
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Produce Flame +4 1 Action Self 10 Minutes 1d8 VS 1
Feature: Never Tell Me the Odds
Odds and probability are your bread and butter. During downtime activities that involve games of chance or figuring odds on the best plan, you can get a solid sense of which choice is likely the best one and which opportunities seem too good to be true, at the DM's determination.

Rifleman
At the start of your turn, you can reduce your movement speed to 0 to gain a +2 to damage rolls with rifles.

Features & Traits
One Playing cards set, a lucky charm, a set of fine clothes, and a belt pouch containing 15 gp, Handaxe, Rifle, 20 rounds of Ammunition, Leather Armor, Explorer's Pack

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
You know the Produce Flame cantrip. Once you reach 3rd level, you can cast the Burning Hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
Spellcasting
Languages: Common, Primordial, Infernal
Proficiencies: Playing Cards Set, Dragonchess Set, Light Armor, Simple weapons, Crossbows, Simple rifles, Martial rifles, Tinker's Tools, and the construction, maintenance, and operation of firearms

Languages & Proficiencies
I'm one of Lady Luck's favored. Anything I try is destined to succeed.

Personality Traits
Bravery. If you want to succeed, you have to take risks. (Chaotic)

Ideals
A patron once fronted me money in exchange for a percentage of my winnings. I owe them a debt of gratitude. And a lot of cash.

Bonds
You can loan me a little, right? I've got a sure thing. I'll double your money, guaranteed.

Flaws
Close Shave
You have an uncanny knack for getting out of the way of ranged attacks. When you are hit by a ranged attack, you can use your reaction to move 5 feet in any direction and gain a bonus to your AC equal to your proficiency modifier against the triggering attack. Instead of moving 5 feet, you can also choose to drop prone.
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Physical Appearance: Coal-black skin with cracks throughout that radiate heat and glow a fiery orange hue. Twists/Locks composed of flame and deep orange eyes. Medium size and 6 foot.

Notes


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

DMG

Explorer's Pack

Adventuring Gear

Common

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Cost: 10 gp
Weight: 59 lbs

Leather Armor

Armor (Light)

Common

The Breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis.
Light 12-18 - No

Cost: 40gp
Weight: 10lb

PHB

Handaxe

Weapon

Common

Light, thrown

Type Damage Damage Range
Simple Melee 1d6 Slashing 20/60

Cost: 5 gp
Weight: 2 lb.

Rifle (GM Binder) https://www.gmbinder.com/share/-M6fRfBHbEWmEQsH5HQj

Rifle

Weapon

Rare

Ammunition, (range 200/600), heavy, penetrating, reload(10), two-handed

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Two-Handed. This weapon requires two hands when you attack with it.

Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.

Penetrating. Ranged weapon attacks made with a weapon with this property can penetrate up to 3 feet of wood or dirt, 1 foot of stone, or an inch of metal.

Reload(X). A weapon with this property can be used to make a number of ranged weapon attacks equal to a value, 'X'. After making this many attack rolls, the user must spend an Action to load 'X' pieces of ammunition into the weapon in order to continue using it. You can reload a gun even if it has some or all of it's attacks remaining. You must have a free hand to reload a weapon.

Type Damage Damage Range
Simple Ranged 1d8 Piercing 200/600ft

Cost: 55gp
Weight: 10lbs

The statblocks of your class features

Gunslinger (GM Binder) https://www.gmbinder.com/share/-M6fRfBHbEWmEQsH5HQj

Gunslinger

hit dice: 1d8 per Gunslinger level
hit points at 1st level: 8 + your Constitution Modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per Gunslinger level after 1st
armor proficiencies: Light Armor
weapon proficiencies: Simple Weapons, Crossbows, Simple & Martial Firearms
tools: Tinker's tools + one other tool of your choice
saving throws: Dexterity, Intelligence
skills: Choose two from Acrobatics, Athletics, Sleight of Hand, History, Investigation, Perception, Intimidation, and Survival
starting equipment:

  • (a) a Crossbow or (b) one firearm (see appendix A), and 20 pieces of ammunition

  • One simple melee weapon

  • Leather armor

  • (a) a dungeoneer's pack or (b) an explorer's pack


Alternatively, you may start with 5d4 x 10 gold to buy starting equipment.
spellcasting:
class features:
Close Shave You have an uncanny knack for getting out of the way of ranged attacks. When you are hit by a ranged attack, you can use your reaction to move 5 feet in any direction and gain a bonus to your AC equal to your proficiency modifier against the triggering attack. Instead of moving 5 feet, you can also choose to drop prone.     Firearm Proficiency You are proficient in the construction, maintenance, and operation of firearms.   Fighting Style At 1st level, you adopt a certain style of fighting. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.   Ambidextrous When you take the attack action with a light ranged weapon that you are holding in one hand, you can use your bonus action to attack with a different light ranged weapon you are holding in your other hand.   Archery You gain a +2 bonus to attack rolls you make with ranged weapons.   Close Quarters Shooter Being within 5 feet of a hostile creature does not impose disadvantage on your ranged attack rolls. Your ranged attacks ignore half and three-quarters cover against targets that are within 30 feet of you. You have a +1 bonus to attack rolls with ranged attacks.   Exceptional Skill You learn one trick shot from the Trick Shooter's list of trick shots. Once per rest, you can use this trick shot without spending it's grit cost. Once you have used this trick shot, you can't use it again in this way until you finish a short or long rest.   Nimble Shooter While you are wearing no armor and not wielding a shield, your AC equals 13 + your Dexterity modifier.]   Rifleman At the start of your turn, you can reduce your movement speed to 0 to gain a +2 to damage rolls with rifles.   Shotgunner When you roll a 1 or 2 on a damage die for a ranged attack you make with a shotgun, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2.   Thrown Weapon Fighting You can draw a weapon that has the thrown property as part of taking the attack you make with the weapon.   In addition, when you hit with a thrown weapon, you gain a +1 bonus to the damage roll.   Unarmed Fighting Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.   When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can deal this damage to the creature whenever you hit it with a melee attack.   Weaver Stance While you are wielding a pistol, you can choose to wield it with both hands to steady your aim. While you do so, you gain a +1 bonus to ranged attack and damage rolls made with this weapon.   Grit Starting at 2nd level, you have a well of unwavering resolve called Grit. In times of extreme stress you have found that you can push yourself beyond your normal limitations, performing acts of incredible skill and perseverance. Your gunslinger level determines the number of grit points you have, as shown in the Grit Points column of the Gunslinger table.   You can spend these points to fuel various class and subclass features. When you spend a grit point, it is unavailable until you finish a short or long rest, at the end of which you regain all expended grit.   Some of your grit features require your target to make a saving throw against the feature's effects. The saving throw DC is calculated as follows:   Grit save DC = 8 + your proficiency bonus +   your Intelligence modifier Hearty You can spend 1 grit point to give yourself advantage on a Constitution saving throw.   Hit the Vitals As a bonus action, you can spend 1 grit point to take a moment and steady your aim, ensuring your shots do more damage. Until the end of the current turn, whenever you hit a creature with a ranged weapon attack with a rifle or a crossbow, you deal additional damage equal to your Intelligence modifier (minimum of 1).   Fan the Hammer After you take the Attack action on your turn, you can spend 1 grit point to make up to two ranged weapon attacks with a pistol as a bonus action.   Fling As an action, you can spend 1 grit point to throw up to three ranged weapons in an instant. Make a ranged weapon attack at disadvantage for each.   Run and Gun You can spend 1 grit point to take the Dash or Disengage action as a bonus action on your turn.   Quick Load As a bonus action, you can spend 1 grit point to reload a single shell into a shotgun you are holding and immediately make a ranged weapon attack with it.   Steady Hand You can spend 1 grit point to prevent attacking at long range from imposing disadvantage on your attack rolls until the end of the current turn.     Ground Fighting Beginning at 2nd level, being prone no longer imposes disadvantage on your ranged weapon attacks.     Gunslinger's Calling At 3rd level, you are led either by your own choices or by the harsh world around you to follow a Calling which shapes how you approach your craft. Your calling grants you features at 3rd level and again at 6th, 10th, 15th, and 18th levels.   Your calling options are shown here.     Ability Score Increase When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.   Specialist Training At 4th level, you gain a specialization of your choice. When you gain certain gunslinger levels, you gain additional specializations of your choice, as shown in the Specializations Known column of the Gunslinger table. Additionally, when you gain a level in this class, you can choose one of the specializations you know and replace it with another specialization that you could learn at that level.     Extra Attack Beginning at 5th level, you can attack twice, instead of once, when you take the Attack action on your turn.     Uncanny Dodge Starting at 7th level, when an attacker that you can see hits you with an attack, you can use your reaction to half the attack's damage against you.     Predictive Shooting Your ability to anticipate your opponent's next move borders on clairvoyance. Beginning at 9th level, you gain a bonus to all ranged weapon attack rolls equal to your Intelligence modifier (minimum of 1).     Lightning Reload Beginning at 11th level, as long as you have at least 1 unspent grit point, you can reload a firearm as a bonus action instead of an action.   Additionally, the ranged attack rolls made with the 'fling' Grit option are no longer made at disadvantage.     Unending Resolve Starting at 13th level, when you have unspent grit points equal to or less than your Intelligence modifier and you score a critical hit against a creature, you regain 1 expended grit point.     Uncowed At 14th level, when you roll a saving throw, as long as you have at least 1 unspent grit point and are not currently unconscious, you can treat a d20 roll of 9 or lower as a 10.   Devastating Shots At 17th level, once per turn when you make a ranged weapon attack, you can spend up to 5 grit points to attempt to deal a devastating blow. If the attack hits, it deals additional weapon damage equal to 2d6 for each grit point spent in this way.     True Grit At 20th level, you can push past all your limits and unleash your true potential for all to see. As a bonus action, you become an unstoppable whirlwind of bullets and blood.   For 1 minute, you gain the following benefits:   You immediately regain up to 4 spent grit points You reduce all damage taken by an amount equal to your proficiency modifier The grit cost of all abilities is reduced by 1. Once you use this feature, you can't use it again until you finish a long rest.
subclass options:
Arcane Gunner Charlatan Demolitionist Desperado Dustpunk Gambler Mage Hunter Majorette Maledictor Marshal Outlaw Powder Mage Preacher Thief Taker Trick Shooter

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Fire Genasi

As a fire genasi, you have inherited the volatile mood and keen mind of the efreet. You tend toward impatience and making snap judgments. Rather than hide your distinctive appearance, you exult in it.   Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coal- black, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing on their heads. Fire genasi voices might sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone.
ability score increase: Your Constitution score increases by 2, and your Intelligence score increases by 1.
age: Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.
alignment: Independent and self-reliant, genasi tend toward a neutral alignment.
Size: Medium
speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
parent race: Genasi
race features:
Size. Your size can be Small instead of Medium.   Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.   Fire Resistance. You have resistance to fire damage.   Reach to the Blaze. You know the Produce Flame cantrip. Starting at 3rd level, you can cast the Burning Hands spell with this trait. Starting at 5th level, you can also cast the Flame Blade spell with this trait, without requiring a material component. Once you cast Burning Hands or Flame Blade with this trait, you can’t cast that spell with it again until you finish a long rest. Constitution is your spellcasting ability for these spells.
Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB

Produce Flame

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 10 minutes
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
  You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Druid

Level 1 Spells

PHB

Burning Hands

1-level Evocation

Casting Time: 1 action
Range/Area: Self (15-foot cone)
Components: V,S
Duration: Instantaneous
Attack/Save: ranged
Damage/Effect: fire
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.   The fire ignites any flammable objects in the area that aren’t being worn or carried.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Sorcerer, Wizard

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

SRD

Fine Clothes

Adventuring Gear

Common

Cost: 15gp
Weight: 6lb


Created by

BigBrownCousin.

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