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Niles Norales (Tier 2)

6 Level (0/23000 XP for level-up) Far Traveler Background Giff Race / Species / Heritage Chaotic Good Alignment
Fighter
Level 6
Hit Dice: 6/6
1d10+4 Class 1

STR
16
+3
DEX
12
+1
CON
18
+4
INT
13
+1
WIS
14
+2
CHA
15
+2
34
Hit Points
+2
Initiative (DEX)
19
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
15
Passive Perception
+6 Expertise Bonus
+3 Proficiency Bonus
+6 Strength
+1 Dexterity
+7 Constitution
+1 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+1 Acrobatics DEX
+2 Animal Handling WIS
+1 Arcana INT
+3 Athletics STR
+2 Deception CHA
+1 History INT
+5 Insight WIS
+5 Intimidation CHA
+1 Investigation INT
skills
+2 Medicine WIS
+1 Nature INT
+5 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+1 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +3 STR 1d4+3 Piercing
 Finesse, Light, Thrown
Longsword +3 STR 1d8+3 Slashing
 Versatile
Handaxe +3 STR 1d6+3 Slashing
 Light, Thrown
Handaxe +3 STR 1d6+3 Slashing
 Light, Thrown
Attacks

Fighter Features


Fighting Style

You adopt a fighting style specialty.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Second Wind

Once per short rest, you can use a bonus action to regain 1d10 + 6 HP.

Action Surge

You can take one additional action on your turn. This can be used 1 times per short rest.

Ability Score Improvement

No Choice Made

Extra Attack

You can attack twice whenever you take the Attack action on your turn.

Martial Archetype


Gunslinger


Firearm Proficiency

You gain proficiency with firearms.

Gunsmith

You gain proficiency with Tinker’s Tools and can use them to craft ammunition at half cost, repair firearms, and create new ones.

Adept Marksman

You learn trick shots that enhance a firearm attack in some way. You gain 2 grit points that you regain after a short rest. You also regain 1 when you roll a 20 on firearm attacks or you deal a killing blow to a significant threat (DM's discretion). Your saving throws for trick shots have a DC of 12.

Trick Shots


Bullying Shot
You can expend 1 grit point while making an Intimidation check to gain advantage on the roll.
Deadeye Shot
When you make a firearm attack against a creature, you can expend 1 grit point to gain advantage on the attack roll.

RACIAL TRAITS


Ability Score Increases

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1.
Constitution Score
Intelligence Score

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Dwarvish

Creature Type

You are a Humanoid.

Size

You are Medium.

Speed

Your walking speed is 30 ft, and you have a swimming speed equal to your walking speed.

Astral Spark

Once per turn, when you hit a target with a simple or martial weapon, you can cause the target to take an additional +3 force damage. You can use this feature 3 times per long rest.

Firearms Mastery

You have proficiency with all firearms and ignore the loading property for firearms. In addition, attacking at long range with a firearm doesn’t impose disadvantage on your attack roll.

Hippo Build

You have advantage on STR based ability checks and saving throws, and count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

FEATS


Grappler

You have advantage on attack rolls against a creature you are grappling. You can use your action to try to pin a creature grappled by you by making another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.

Firearm Specialis

You gain proficiency with Firearms. If you roll a misfire on an attack with a firearm, you can use your reaction to roll a d20. If the number rolled is higher than the weapon’s misfire score, the firearm does not misfire. You cannot use this feature of this feat again until you complete a short or long rest. When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded firearm with the light property you are holding.

Features & Traits
Ken's Unyielding Storm, Plate, Dagger, Longsword, Musket (Exandria), Backpack, Clothes Traveler's, Dice Set, Scale Mail, Handaxe, Handaxe, Bedroll, Mess Kit, Rations (1 day), Rope Hempen (50 feet), Tinderbox, Torch, Waterskin

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 21, Platinum: 0 Money
Common, Dwarvish, Gnomish

Languages & Proficiencies
Adventure. Im far from home, and everything is strange and wonderful! (Chaotic) Inquisitive. Everything is new, but I have a thirst to learn. (Neutral)

Ideals
I have a weakness for the new intoxicants and other pleasures of this land. I have a weakness for the exotic beauty of the people of these lands.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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