j-walker |jestele
Level 9 (0/64000 XP for level-up)
Background criminal
Size Medium
Species dracolichborn
gunslinger
Subclass deadeye
Level 9
Hit dice 9/9
1d8+0

STR 14
+2
STR save: +2
DEX 18
+4
DEX save: +8
CON 11
+0
CON save: +0
INT 16
+3
INT save: +3
WIS 6
-2
WIS save: -2
CHA 13
+1
CHA save: +5

Initiative (DEX)
+4
Speed
30
Passive Perception
8
Heroic Inspiration
Armor Class (AC)
15
leather
Hit Points
48 / 48
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+5
Ability
CHA
Abi Mod
+1
Save DC
13
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Cun rifle +8 DEX 3d8+4 force
  Properties: 2 handed, recoil, sighted
anti carbine +8 DEX 2d6+4 necrotic
  Properties: 2 handed automatic
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
leather 15
Skills
P/E Bonus Skill Abi
+8 Acrobatics DEX
-2 Animal Handling WIS
+7 Arcana INT
+6 Athletics STR
+1 Deception CHA
+3 History INT
-2 Insight WIS
+1 Intimidation CHA
+3 Investigation INT
-2 Medicine WIS
+3 Nature INT
-2 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+3 Religion INT
+8 Sleight of Hand DEX
+8 Stealth DEX
-2 Survival WIS

+8 Expertise Bonus
+4 Proficiency Bonus
Spell Book
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0
Treasure and Equipment

MAGIC ITEMS:
HORIZONS REACH: The Scholars of the Dark Dawn seek, above all else, to understand the stars. They believe the movements of celestial bodies can reveal the secrets of fate and allow one to directly intervene in the schemes of destiny. Prosthesis Properties. This prosthesis can replace or enhance an arm. It has the Hookshot (30 ft.) property. Instead of firing a hook and rope, this prosthesis fires the hand itself, bound by a gravitational tether that cannot be damaged or destroyed. It otherwise functions in the same way. Gravitational Anchor. As an action while your hookshot hand is attached to a target, you can reel yourself in. When you do, you move up to 30 feet in a straight line towards the hand. Additionally, while your hookshot hand is attached and you are within 15 feet of it, you have a flying speed of 15 feet. Orbital Binding. As an action, you can send a series of expanding rings to bind a creature you can see within 60 feet of you. The creature must succeed on a DC 13 Strength saving throw or take 5d6 force dam- age and become restrained for 1 minute or until your concentration ends (as if concentrating on a spell). While restrained in this way, the target hovers in the center of the rings. As a bonus action, you can move a target restrained in this way up to 10 feet in any direction, including vertically. At the end of each of its turns, the target can repeat the saving throw, ending the effect on a success.

CLOAK OF PROTECTION: You gain a +1 bonus to Armor Class and saving throws while you wear this cloak.

NECKLACE OF ADAPTATION: While wearing this necklace, you can breathe normally in any environment, and you have Advantage on saving throws made to avoid or end the Poisoned condition.

GLOVES OF SWIMMING AND CLIMBING: While wearing these gloves, you have a Climb Speed and a Swim Speed equal to your Speed, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.




Proficiencies, Languages, and Talents

armor: light
weapons light, ranged martial
tools: thieves tools
languages: common, draconic




Features & Traits

Traits


Ability Score Increase.


Your Strength score increases by 2, and your Intelligence score increases by 1.


Creature Type.


You are a Humanoid. You are also considered an Undead for any prerequisite or effect that requires you to be a Undead.


Age.


Dracolichborn mature by the age of 20 and can live up to 500 years, their lifespan extended by their necrotic energies before eventually crumbling apart.


Anatomy.


You have two arms, two legs, and a tail.


Size.


Dragonlichborn stand over 6 feet tall and aver- age almost 250 pounds. You are Medium.


Speed.


Your walking speed is 30 feet.


Draconic Ancestry.
black, acid res and breath weapon. 5ft by 30 ft line. dex save



Breath Weapon.


You can use your action to exhale a blast of destructive energy. Your draconic ancestry de- termines the size, shape, and damage type of the exhala- tion. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, taking damage that is divided equally (rounded down) between necrotic and the type determined by your dra- conic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d8 damage on a failed save, or half as much damage on a successful one. The damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level. Once you use your breath weapon, you can’t use it again until you complete a short or long rest.


Arcane Knowledge.


You gain proficiency in the Arcana skill.


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. You discern colors in that darkness only as shades of gray.


Gravetouched.


You know the chill touch cantrip. In- telligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast it with this trait (choose when you select this race).


Necrotic Resistance.


You have resistance to necrotic damage and the damage type associated with your draconic ancestry.


Turn Resistance.


You have advantage on saving throws against any effect that turns Undead.


Languages.


You can speak, read, and write Common and Draconic.

CLASS


Level 1: Fighting Style You gain a Fighting Style feat of your choice. If you choose a feat, such as Great Weapon Fighting, that requires you to hold a Melee weapon in one or two hands, you can use that feat with Ranged weapons. Whenever you gain a Gunslinger level, you can replace the feat you chose with a different Fighting Style feat.

Level 1: Quick Draw You’re adept at drawing and firing before others have time to react, granting you the following benefits. Initiative. You have Advantage on Initiative rolls. Double Draw. You can draw or stow two weapons that lack the Two-Handed property when you would normally be able to draw or stow only one.



Level 2: Critical Shot Your attack rolls with Ranged weapons can score a Critical Hit on a roll of 19 or 20 on the d20. At Gunslinger level 9, your attack rolls with Ranged weapons score a Critical Hit on a roll of 18–20. At Gunslinger level 17, they score a Critical Hit on a roll of 17–20.

Level 2: Risk You can perform incredible feats of daring fueled by special dice called Risk Dice. Risk Dice. You have four Risk Dice, which are d8s. A Risk Die is expended when you use it. You regain all expended Risk Dice when you finish a Short or Long Rest. Your Risk Die changes and more Risk Dice become available as shown on the Risk Dice column of the Gunslinger Features table. Maneuvers. You can expend Risk Dice to perform maneuvers. Your maneuver options are detailed later in the class description. Saving Throws. If a maneuver requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus..

Level 3: Gunslinger Subclass You gain a Gunslinger subclass of your choice. A subclass is a specialization that grants you features at certain Gunslinger levels. For the rest of your career, you gain each of your subclass’s features that are of your Gunslinger level or lower.

Level 4: Ability Score Improvement You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Gunslinger levels 8, 12, and 16. Level 5: Extra Attack You can attack twice instead of once whenever you take the Attack action on your turn.

Level 5: Gut Shot Whenever you score a Critical Hit against a Large or smaller creature with a ranged attack using a weapon, the projectile lodges itself in the target. For 1 minute or until the target replaces one of its attacks with dislodging the projectile, its Speed is halved and it has Disadvantage on attack rolls.



Level 7: Evasion When you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You don’t benefit from this feature if you have the Incapacitated condition.



Level 3: Eagle Eye Maneuver Once per turn when you miss with a ranged attack roll, you can expend one Risk Die and add it to the attack roll, potentially causing the attack to hit.

Level 3: Sharpshooter’s Stance You have trained to fire from a stable Prone position, granting the following conditions. Fire While Prone. You don’t have Disadvantage on ranged attack rolls as a result of the Prone condition. Quick Stand. When you have the Prone condition, you can right yourself and thereby end the condition with only 5 feet of movement.

Level 6: Concealed Position You excel at firing from concealment, granting you the following benefits. Camouflage. You can take the Hide action even if you aren’t Heavily Obscured or behind Three-Quarters Cover or Total Cover, as long as you have the Prone condition. The Invisible condition of this Hide action ends if you don’t have the Prone condition. Sniper’s Nest. If you make an attack roll while hidden and the roll misses, making the attack roll doesn’t reveal your location.

Maneuver Options The maneuvers are presented in alphabetical order.

Bite the Bullet As a Bonus Action, you can expend one Risk Die to gain Temporary Hit Points equal to the number rolled on the die plus your Gunslinger level.

Blindfire You can take a Bonus Action and expend one Risk Die to gain Blindsight with a range of 30 feet until the end of the current turn. Dodge Roll You can expend one Risk Die as a Bonus Action to move up to 15 feet and reload any Ranged weapon you are holding. This movement doesn’t provoke Opportunity Attacks and is unaffected by Difficult Terrain.

Grazing Shot When you miss with a ranged attack roll using a weapon, you can expend one Risk Die (no action required) to deal damage to that creature equal to a roll of the die plus your Dexterity modifier (minimum of 1). This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier. You can only use this maneuver once per turn.

Maverick Spirit When you fail an Intelligence, Wisdom, or Charisma ability check or saving throw, you can expend one Risk Die to add it to the roll, potentially turning it into a success. You can only use this maneuver once per turn.

Skin of Your Teeth When a creature you can see hits you with an attack roll, you can take a Reaction and expend one Risk Die to dodge out of harm’s way. Roll the die and add the number rolled to your AC against this attack, potentially causing it to miss.



FEATS:
ALERT


Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.


Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the Incapacitated condition



SHARPSHOOTER
Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.


Bypass Cover. Your ranged attacks with weapons ignore Half Cover and Three-Quarters Cover.


Firing in Melee. Being within 5 feet of an enemy doesn’t impose Disadvantage on your attack rolls with Ranged weapons.


Long Shots. Attacking at long range doesn't impose Disadvantage on your attack rolls with Ranged weapons.



GREATWEAPON MASTER
Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.


Heavy Weapon Mastery. When you hit a creature with a weapon that has the Heavy property as part of the Attack action on your turn, you can cause the weapon to deal extra damage to the target. The extra damage equals your Proficiency Bonus.


Hew. Immediately after you score a Critical Hit with a Melee weapon or reduce a creature to 0 Hit Points with one, you can make one attack with the same weapon as a Bonus Action.



MASTERIES
Automatic* When you make an attack with this weapon, you can choose to make two attacks instead. These attacks are always made with Disadvantage, regardless of circumstance. You can’t replace these attacks. If this weapon has the Ammunition property, these attacks use twice the normal amount of ammunition.


Sighted* Attacking at long range with this weapon doesn’t impose Disadvantage on your attack rolls. When you hit a creature with an attack using this weapon at long range, you can reroll any of the damage dice and must use the new roll.





™ & © Wizards of the Coast - D & D 5e Character Sheet v3.04, made by Tillerz - Updated: 2025-06-11

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