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Cankat

The document outlines a character sheet for a Goblin Gunslinger in a tabletop role-playing game, detailing their attributes, skills, equipment, and abilities related to firearms. It includes information on character stats such as strength, dexterity, and constitution, as well as specific traits like 'Gunnery' and 'Gunsmith.' Additionally, it describes the mechanics of firearm upgrades and properties, emphasizing the unique aspects of using firearms in gameplay.

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0% found this document useful (0 votes)
23 views3 pages

Cankat

The document outlines a character sheet for a Goblin Gunslinger in a tabletop role-playing game, detailing their attributes, skills, equipment, and abilities related to firearms. It includes information on character stats such as strength, dexterity, and constitution, as well as specific traits like 'Gunnery' and 'Gunsmith.' Additionally, it describes the mechanics of firearm upgrades and properties, emphasizing the unique aspects of using firearms in gameplay.

Uploaded by

yasinepic97
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Gunslinger Soldier Cankat

CLASS & LEVEL BACKGROUND PLAYER NAME

Goblin NE
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
14 +3 30
0 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

10 PERSONALITY TRAITS

Hit Point Maximum 9


Strength
DEXTERITY ● Dexterity

+3 ●
Constitution
Intelligence
CURRENT HIT POINTS IDEALS

16 Wisdom
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+1 1
● Acrobatics (Dex) Total SUCCESSES
12 Animal Handling (Wis)
d8 FAILURES

Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE ● Athletics (Str)

0 Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE

Single-Action Revolver +7 1d8+3 p Military Rank


10 Insight (Wis)
SİZE: SMALL
● Intimidation (Cha) Dagger +5 1d4+3 p
Darkvision
WISDOM Investigation (Int)
Fury of the Small
Medicine (Wis)
+1 Nature (Int)
Nimble Escape
Single-Action Revolver:60/120 Gunnery
● Perception (Wis)
12 Tek doldurumda mermi sayısı: Gunsmith
Performance (Cha)
6 ve Rapid Fire özelliği var. Firearm Properties
Persuasion (Cha)
CHARISMA 30 ammo Upgrades
Religion (Int)
+2 Sleight of Hand (Dex)
● Stealth (Dex)
14
Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

PASSIVE WISDOM (PERCEPTION)


CP Tinker's Tools
leather armor
SP
Languages : Goblın ,
Common EP
Armor: Light Armor and
Medium Armor GP
Weapons: Simple Weapons,
Crossbows, and Firearms PP

Tools: Tinker’s tools

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Upgrades Firearm Properties


Starting at 1st Level, you can now craft Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are
upgrades to further improve the followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional
ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons. An alternative list of Blackpowder Firearms can also
lethality of your firearms. At Level 1 be used and are detailed at the end of the page.
you will have access to Tier I
Upgrades. You'll gain more access as
Reloading - The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload.
you level up to Levels 5 (Tier II), 10 You must have one free hand to reload a firearm.
(Tier III), 14 (Tier IV), and 18 (Tier V). Misfire - On a natural roll of 2 or 3, the gun misfires making the gun useless until it cleared, taking an action to clear it out. On a natural
1 the gun breaks and must be mended out of combat at a quarter of the cost of the firearm.
You can use your Tinker's tools to Ammunition - All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to
craft these upgrades on to a firearm, of find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost.
Crafting ammunition for firearms would usually cost 4GP's worth of materials for 30 rounds of ammunition.
which the DC is 10 + Upgrade Tier. Pocket - Firearms of this make are quite small in size, making them easy to conceal, but at the cost of range and firepower. You have
advantage on any Stealth or Sleight of Hands checks to hide the firearm on your person.
You may remove these upgrades once Rapid Fire - Firearms of this make are capable of firing its entire magazine, but at the cost of accuracy. As an action, you may attack a
applied to a firearm, of which it is number of times equal to your proficiency modifier, of which all attack rolls will be made at disadvantage, but you may add your ability
modifier to all damage rolls. You may only use this action if you have two or more rounds in the magazine.
stored into your inventory. Semi-Auto - Firearms of this make uses the excess energy made from firing the firearm to automatically load a bullet into the chamber
with no need of help from the user, allowing the firearm to possess a high rate of fire that nothing before it can achieve. Firearms with
this property can do the following unique action. As an attack, you may instead fire a three round burst instead of a single round,
All upgrades have their own specific granting advantage on the attack. You may only use this attack once per turn and may only do so if you have three or more rounds in
the magazine.
Categories and Limitations. Only one
upgrade of each category can be
ADDITIONAL FEATURES & TRAITS
applied to a firearm at any time, of
which it can only be applied to a
certain type of firearm if it has a Gunnery
limitation. You may though replace an Starting at 1st Level, you are trained and experienced in the art and use of
upgrade with a new one, with the old firearms. You gain an additional +2 to attack rolls made with firearms.
one being stored in your inventory.
Crafting an upgrade counts as light Gunsmith
activity for the purposes of resting. A Starting at 1st Level, you have the capability of making and repairing your own
failure at an attempted modification Firearms as well as their ammunition. You can craft bullets and mix gunpowder for
wastes the time and materials but
all types of firearms for half the cost and repair damages with your Tinker's Tools.
does not damage the firearm. A critical
You can also use your Tinker's tools to create new ones from the list below and
failure breaks the firearm, requiring it
others (DM’s discretion). Repairing a firearm takes 1 hour and requires material at
to be repaired.
the cost of 1/4 of the listed price of the firearm, the process counting as light
activity for the purposes of resting.

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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