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Kaze Yuno

4 Level (0/6500 XP for level-up) Haunted One Background Super Human Race / Species / Heritage Neutral Alignment
Gunslinger
Level 4
Hit Dice: 4/4
1d10+0 Class 1

STR
12
+1
DEX
16
+3
CON
10
+0
INT
13
+1
WIS
12
+1
CHA
10
+0
30
Hit Points
+3
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30ft/15s
Speed (walk/run/fly)
13
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+5 Dexterity
+0 Constitution
+1 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+3 Acrobatics DEX
+1 Animal Handling WIS
+3 Arcana INT
+1 Athletics STR
+0 Deception CHA
+1 History INT
+1 Insight WIS
+0 Intimidation CHA
+1 Investigation INT
skills
+1 Medicine WIS
+1 Nature INT
+3 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+1 Religion INT
+3 Sleight of Hand DEX
+5 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +5 DEX 1d4+3 Piercing
 Finesse, light, thrown (20/60)
Flintlock +5 DEX 1d8+3 Piercing
 mmunition (range 30/320), light, loading, loud
Rifle +5 DEX 2d6+3 piercing
  Ammunition (range 150/600), heavy, loading, two-handed, loud
Attacks
Firearm Forte
Starting at 1st level, you can forge modern-style firearms and their ammunition. The DM must determine whether an item is craftable, what materials are required and how long it will take to make. A gunslinger also requires their Tinker's Tools to craft such items. Furthermore, you gain a +2 bonus to all attack rolls you make with ranged weapons.
Heart of Darkness
Piercer
Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll.
When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
Adept Marksman
At 2nd you learn to perform powerful trick shots to disable or damage your opponents using your firearms.
Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. You can use only one trick shot per attack.
You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain all expended grit points after a short or long rest.
Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:
Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier
The trick shots are as follows:
Deadeye Shot
When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.
Piercing Shot
When you hit a creature with a firearm attack, you can expend one grit point to attempt to fire through multiple opponents. The creature
suffers normal damage and you make an attack roll with disadvantage against every creature in a 15-foot line directly behind the target.
Desperado
Daredevils with a reckless, flashy style, desperadoes excel at fighting with one-handed firearms, either singly or in pairs.
Duelist Fighting Style
Starting at 3rd level, when you are wielding a firearm in one hand and no other weapons, you gain a +4 bonus to damage rolls and +2 bonus to attack rolls with that firearm.(This applies to extra attack, bonus action, and Two-Gun Fighting Style.)
Two-Gun Fighting Style
Starting at 3rd level, when you take the Attack action and attack with a one-handed firearm that you're holding in one hand, you can use a bonus action to attack with a different one-handed firearm that you're holding in the other hand. You can also load or reload a firearm without difficulty if your hands are full.
Lucky.
you have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

You regain your expended luck points when you finish a long rest.

Features & Traits
x1 Dagger, Leather Armor, Explorers pack, Pistol, a Musket, 12 Bullets, and Tinker's tools, Monster Hunters pack, A chest, Crowbar, Hammer, Flask of Holy water, Set of manacles, Steel mirror, Flask of oil, Tinderbox, x3 Torches, Common clothes, A Trinket with a picture of an imaginary friend you drew as a child. B18,300,000

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Armor: Light and Medium Armor
Weapons: Simple Weapons, Martial Weapons
Tools: Tinkerer’s Tools

Languages & Proficiencies


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