Sirus Venom-Tounge | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Sirus Venom-Tounge

Gunslinger (Desperado) 10 Class & Level
Noble Background
Viper-Folk Race
CG Alignment

Strength 10
+0
Dexterity 15
+2
constitution 13
+1
intelligence 13
+1
wisdom 11
+0
charisma 16
+3
Total Hit Dice 5
Hit Die
1d8+1
+2 proficiency bonus
+4 Strength
+1 Dexterity
+6 Constitution
+1 Intelligence
+0 Wisdom
+2 Charisma
saving throws
+3 Acrobatics
+0 Animal Handling
+3 Arcana
+0 Athletics
+2 Deception
+3 History
+0 Insight
+2 Intimidation
+3 Investigation
+0 Medicine
+3 Nature
+0 Perception
+2 Performance
+2 Persuasion
+3 Religion
+3 Sleight of Hands
+3 Stealth
+0 Survival
skills Dexterity, Intelligence proficiencies

 
14
Armor Class
21
Hit Points
+1
Initiative
30
Speed
Attacks
Armor: None
Weapons: Simple Weapons, Revolvers, Rifles
Tools: Smiths Tools, Alchemists Supplies
Saving Throws: Dexterity, Intelligence
Skills: Perception, Investigation, Intimidation
Proficiences
At-Will: Animal Friend (snakes only)
Spellcasting
Dungeoneer's Pack
Two Revolvers
50 Rounds of ammunition
Hunting Knife
Equipment
Crack Shot:
You gain a +1 bonus to attack rolls with ranged weapons and a +1 to damage
Quick Shot:
You are able to make an attack action twice, instead of once
Improved Critical
An attack roll of 19 or 20 will be treated as a critical hit.
Sneak Attack:
You are able to add a sneak attack bonus to your attack when you have advantage or score a critical hit.
Uncanny Dodge:
Starting at 10th level when an attacker hits you you can use your reaction to halve the damage against you
Features & Traits

Heroes Enabled

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Gunslinger


Hit Points

Hit Dice: d8 per Gunslinger level
Hit Points at first Level: 1d8 + Constitution Modifier
Hit Points at Higher Levels: 5d8 + Constitution Modifier

Proficiences

Armor: None
Weapons: Simple Weapons, Revolvers, Rifles
Tools: Smiths Tools, Alchemists Suplies
Saving Throws: Dexterity, Intelligence
Skills: Choose Two: Insight, History, Perception, Investigation

Overview & Creation

The Gunslinger is an accurate and deadly combatant who uses pistols or a rifle to attack from a distance. They can quickly draw out their weapons and make several rapid successive shots at a blinding rate of speed. When close combat occurs and situations get a little sticky they will sometimes rely on their trusty knife or even the butt of their gun. The Gunslinger's accuracy with firearms makes them a skilled combatant and a deadly opponent.


Class Features

Fighting Style You've adopted a chosen type of fighting as your specialty. Choose one of the following options.   Crack Shot   You gain a +1 bonus to attack rolls with ranged weapons and a +1 to damage   Long Range Shooting   When shooting at a target that is more than 90 feet away you gain advantage. Before firing you must take your time and line up your shot for at least 1 round. You gain a +1 to hit for each round you prepare before firing.   Dueling   When you have a single ranged weapon in hand and no other weapons in hand you gain a +2 bonus to damage rolls with that weapon.   Quick Draw   You can ready any weapon and/or switch weapons as a bonus action. You also gain a +2 to initiative. If you attack before anyone else you receive advantage on your first attack.   Two-Gun Kid   The gods gave you two hands and you use them both for your guns. As a bonus action, you can fire the gun in your off-hand with disadvantage and add your ability modifier to the damage.   Distraction   Your sheer presence causes hostile creatures to be on edge. When an enemy you can see attacks a target other than you, you can use your reaction to impose disadvantage on their attack roll.   Close Quarters   You've trained yourself for close combat. When you are five feet away from an enemy, you do not gain disadvantage.   Unarmored Defense When you are not wearing armor your AC equals 10 + your Dex and Int Modifiers   Action Surge At 2nd level, you can push yourself beyond normal limits for a moment. On your turn, you can take one additional action on top of your normal action. Once you use this feature you must wait until after a short or long rest before you can use it again.   Sixth Sense At 2nd level, you gain the uncanny sense of when things nearby aren't as they should be, giving you an edge when dodging away from danger. You have advantage on saving throws that require Dexterity against effects that you can see, such as traps or spells.   Gunslinger Archetype At 3rd level, you choose an archetype that you wish to emulate in your skills as a gunslinger. The archetype that you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.   Quick Shot Starting at 5th level, you are able to make an attack action twice, instead of once. Also at 11th level, you increase this to three, and at 20th level, you are able to make an attack action four times as your action.   Special Reserve Starting at 9th level, you are able to purchase special reserve ammunition from shops that take on additional properties. Each property adds an additional cost of 100gp to every 50 rounds of ammunition.


Starting Equipment

  • Scholar's Pack or Dungeoneer's Pack
  • Rifle and Revolver or Two Revolvers
  • 50 Rounds of ammunition
  • Any simple melee weapon

 


Subclass Options

Desperado

The Desperado takes a bit of a dirtier approach to their enemies. They wear a black hat and don't mind sinking a bullet in the back of someone's head.   Improved Critical   At 3rd level when you choose this archetype an attack roll of 19 or 20 will be treated as a critical hit.   Sneak Attack   Starting At 7th level, you are able to add a sneak attack bonus to your attack when you have advantage or score a critical hit. This bonus starts at 2d6 at 7th level, 3d6 at 11th, 4d6 at 15th, and 5d6 at 19th level.   Uncanny Dodge   Starting at 10th level when an attacker hits you you can use your reaction to halve the damage against you.   Vanish   Starting at 14th level you can use the Hide action as a bonus action on your turn. You gain expert proficiency in stealth.   Unearthly Dodge   When you reach 18th level your reflexes are so finely tuned that no attack roll against you can have advantage. If you are hit, you may take a reaction to make an attack against the attacker that hit you.    

Lone Ranger

The Lone Ranger Focuses on taking down the enemy head-on and eliminating them as quickly as possible.   Born Killer   Starting at 3rd level, if you take a creature below half of its maximum hit points on your turn, then that creature will take an additional 1d8 of damage.   Shuffle the Deck   At 7th level, any attack of opportunity made against you is made with disadvantage.   Additional Fighting Style   At 10th level, choose an additional fighting style.   Gatling Gun   Starting at 14th level, if you use this feat you may only make one action this turn, but you are able to hit every target you can see once up to the amount of ammunition loaded in your single weapon.   Stunning Attacks   Starting at 15th level, when you successfully hit with one of your attacks you can attempt a stunning strike. The target must succeed on a Constitution saving throw (DC 8 + your Dexterity Modifier + your Proficiency Bonus) or be stunned until the end of your next turn. this effect only affects one creature once and can not be stacked.   Death Dealer   Your thirst for death is nearly unstoppable. You have a knack for killing and are always looking for a fight. Starting at 18th level, when you successfully hit a creature it must make a Constitution saving throw (DC 8 + your Dexterity Modifier + your Intelligence Modifier + your Proficiency Bonus). On a failed save, double your damage against the creature. You can choose to double damage after rolling for the damage.

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Viper-Folk

Ability Score Increase +2 Dex +1 Cha
Size Medium
Speed 30ft

Features

 

Venomous Bite

Upon character creation, you must choose one of two types of Venom that your body will produce.     Poison Fangs Your retractable fangs are able to fill an enemy with venom with only the smallest bite with 1d8 poison damage. Target must make a Constitution saving throw (DC 10 + your Constitution modifier) Or take an additional 1d4 damage for 2 full rounds.     Paratoxin Fangs When even the smallest amount of your venom enters the body the target must make a Constitution saving throw (DC 10 + your Constitution Modifier), On a successful save the target takes 1d4 piercing damage. On a failed save the target takes 1d4 Piercing damage and is paralyzed for 2 full rounds.  

Anti-Venom Biology

Your body produces a natural Anti-Toxin to your type of Venom but not others Poison Fang Vipers are immune to Poison damage, and Paratoxin Vipers are immune to Non-Magical Paralysis, but not vice versa.  

Death Rattle

Your tail has a natural rattle at the end of that unnerves enemy creatures. You have advantage on Intimidation skill checks but disadvantage on Stealth skill checks  

Cold-Blooded

Your blood is as cold as ice. When in colder areas of the world if not bundled up correctly, the Viper-Folk's AC is lowered by 2. Inversely when in hotter areas They can spend two full rounds sunbathing to add a +2 to their AC.  

Innate Spellcasting

You are able to cast the Animal Friendship spell at will (snakes only).
 

Languages. Common, Crotal, Abyssal

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Created by

Houdini26.

Statblock Type

Character Sheet (Legacy)

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