Gunslinger
Gunslinger
10 Artificer - Gunslinger
Theodore "The Pistol" Vaughn LEVEL & CLASS PLAYER NAME
F AC DESCRIPTION
0 ● +9 INT
PRO
STR
15 Armor Half Plate
83 +4 19
Set Max HP
STRENGTH +4 DEX -2 WIS
2 Shield Sentinel Shield
0 ● +7 CON
RESISTANCES
+2 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
2 Dex ● Medium Armor Heavy Armor
Magic
11 Misc
Temporary Hit Points: Misc
DEXTERITY
Immunity to frightened; Advantage +9 ARMOR
+3
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+8 Acrobatics (Dex) ● Light ● Medium ● Shields
PRO
● Heavy
PRO
+5
● +6 Deception (Cha) > Ring og Potential 3 LR Common Thieves' tools
● +9 History (Int) > Etherial Phasing - Blink spell 2 LR Halfling Tinker's tools
-2 Insight (Wis)
Alchemists tools
20
>
+2 Persuasion (Cha) > Attack (2 attacks per action) Attacks after a spell < Flash of Genius <
CHARISMA ● +9 Religion (Int) > Bag of Holding (retrieve item) Elemental rounds < Mind Sharpener <
+2
● +8 Sleight of Hand (Dex) > Ring of Potential < Initiative attack; <
SKILLS ACTIONS
SENSES
>
>
> FEAT:
> FEAT:
FEATS
Speciual Quiver, ammon deals 1d4 lightning dmg; once per turn
NOTES dmg of the weapon becomes 2d8 instead of the regular dmg; if
armor is meatal, the attack is with advantage;
EXTRA EQUIPMENT
ORGANIZATION
CLICK HERE
TO CHANGE
THIS ICON
SYMBOL
Theodore Vaughn, better know as "THE PISTOL" among those who hunt him, is a genius inventor and once a
scholar, who was once a man respected in the circle of scientists and inventors. After a falling out with his rival,
who framed him with the most henious crime, Theodor spent 3 years in the prison, but a warden, whoose life
he saved from a terrible illness, helped him escape during a riot, and Theodore fled the city and the country.
Chaning his name (Theodore was not his true name), he used his talents to hunt criminals and other scums,
but became so addicted to that lifestyle, that 5 years latter, he became infamous for being a true scounder
who first shoots and then asks latter.
He is a bounty hunter, but he is ruthless, and likes to toy with his prey, torturing them like a ghost, since
trough the forrbiden rituals he transformed himself into a wraith of great power.
Now he walks the world, hunts all those who stand in his way, just for the thrills.
APPEARANCE
NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0.beta29 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Notes Page Options
◆ SPECTRE TRANSFORMATION ◆
◆ Transformation Level 1
1) Transformation Boon - Spectral Presence
Your Dexterity increases by 2 and your Charisma increases by 1. No ability score
can increase above 16 in this way. If your transformation is due to contact with
the afterlife, you become Undead in addition to any other creature types you
are. If your transformation is due to an abnormality with reality, you become an
Aberration in addition to any other creature types you are. Spells that affect
humanoids still affect you. However, you’re immune to effects that only
affect a creature of your new type of a specific CR. Also, you cease aging and
cannot be aged magically.
◆ Transformation Level 2 ◆
1) Ethereal Phasing
You can cast the blink spell without expending a spell slot. Once you cast the spell
using this boon a number of times equal to your Transformation level, you can’t
do so again until you finish a long rest.
2) Transformation Flaw - Hideous Appearance
NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.0.beta29 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
PLAYER REFERENCE LINE
by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
MARK (with melee attack) (DMG 271)
LIGHTLY OBSCURED (dim light) Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
HEAVILY OBSCURED (darkness) Effectively blinded (see conditions)
before the end of your next turn has advantage and doesn’t cost you your reaction.
BLINDSIGHT Out to range, perceive without sight.
SHOVE (instead of one attack)
DARKVISION Out to range, treat dim light as bright light. Can’t see colors.
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the
opponent to a side rather than to directly away from you. TRUESIGHT Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
ATTACK ACTION (PHB 195) LIGHT & VISION (PHB 183)