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Vento Ban

8 Level (0/48000 XP for level-up) Black Fist Double Agent Background Changeling Race / Species / Heritage Neautral Good Alignment
Fighter - gunslinger
Level 6
Hit Dice: 6/6
1d10+3 Class 1
Barbarian
Level 2
Hit Dice: 2/2
1d+3 Class 2

STR
14
+2
DEX
18
+4
CON
16
+3
INT
14
+2
WIS
16
+3
CHA
10
+0
93
Hit Points
+4
Initiative (DEX)
18
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
16
Passive Perception
3 / 3
Grit
4 / 4
Gauntlets
2 +3 / 2 +3
Rage
+6 Expertise Bonus
+3 Proficiency Bonus
+5 Strength
+4 Dexterity
+6 Constitution
+2 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+4 Acrobatics DEX
+3 Animal Handling WIS
+2 Arcana INT
+5 Athletics STR
+3 Deception CHA
+2 History INT
+6 Insight WIS
+3 Intimidation CHA
+7 Investigation INT
skills
+3 Medicine WIS
+2 Nature INT
+11 Perception WIS
+0 Performance CHA
+3 Persuasion CHA
+2 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Heavy Crossbow +7 DEX 1d10+4+4 Piercing
 Heavy, Loading, Range, Two-Handed, (range 100/400)
Dagger +7 DEX 1d4+4 piercing
 Finesse, Light, Thrown (range 20/60)
Long Sword +5 STR 1d8+2 Slashing
 Versatile, 1d10
heavy wood Shield +4 DEX
 Worn on arm +2
Fire Longsword +5 STR 1d8+2 Slashing
 Versatile, 1d10, Fire 1d6
Throwing knife +7 DEX 1d4+4 Piercing
 Finesse, Light, Thrown (range 40/120), Special
Revolver +7 DEX 2d8+4 Piercing
 Ammunition (Firearms), (Range 40/120), Reload
LEBER ACTION Gun +7 DEX 1d12+4+4 Piercing
 Ammunition (Firearms), (Range 100/400), Reload
Attacks
Dazing Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.

Disarming Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.

Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Gunner
(TCE) You have a quick hand and keen eye when employing firearms, granting you the following benefits:
• Increase your Dexterity score by 1, to a maximum of 20.
• You gain proficiency with firearms (see "Firearms" in the Dungeon Master's Guide).
• You ignore the loading property of firearms.
Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage whilst holding Lororok Hideherder's Obsidian Greatsword, At 3/4th health you can use your repressed anger, if your sword is eaitherlost or taken from your hands your rage ends.
While raging, you gain the following benefits if you aren't wearing heavy armor:
You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
Unarmored Defense
While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
Reckless Attack
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Primal Path
At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
Blind Rage
When you select this path at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.
Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. You Must roll a 1d6 to see which you effect you get
If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Bear Naked: Due to a magical cures your ac is immediately reduced by 5 + Strength modifier, While in this state though, Melee attacks with your fist get a +5 to damage.

Hero’s compulsion. Once your rage begins you activate the magic spell Heroism which allows you to choose one creature to compel with the magic spell and it ends when your rage either ends or when you are hit you must succeed a wisdom saving throw DC 12.
Unhittable. Once your rage begins you activate the magic spell Blur which gives disadvantage to all enemy creatures that attempt to attack you until your rage ends, or if you fail a wisdom save DC 12.
Wind (No clue). Once your rage begins you activate the magic spell Warding Wind this makes the 10 feet around you difficult terrain this effect ends once your rage ends or if a creature attacks you, you must make a wisdom saving throw DC 12.
Juggernaut. Once your rage begins you activate the magic spell Shield, once beginning your rage you may activate this once as your reaction you have 2 uses of this ability during the 1 minute of your rage.
Time. Once your rage begins you can cast the magic spell Slow, for your bonus action you can choose any creature inside of a 40 foot sphere and slow them by 15 movement until it reaches the top of initiative again or you are hit and you must make a wisdom saving throw DC 12, at disadvantage.
Loss of footing. Once your rage begins you activate the magic spell Magnify Gravity, you can activate this spell during your rage as an action until your rage ends.
Uneasy Mind. For the duration of your rage any enemy that attacks you must make a wisdom saving throw DC 10+Con+Prof.

Observant
Source: Player's Handbook

Quick to notice details of your environment, you gain the following benefits:

Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Features & Traits
Explorer pack, Studded leather, Suit and dress pants, Heavy wood shield, Chess set, Shovel, Tinkerers tools, 2 health, 1 greater healing, 20 shotgun ammo, 1 Smoke Grenade, 2 Powerful Grenades, 22 lesser healing potions, Bag of holding with 848.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common, Draconic, Abyssal, Under common, goblin

Languages & Proficiencies
A good moral fight

Ideals


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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.

The statblocks of your Weapons, armor and other important/magical equipment

Lororok Hideherder's Obsidian Geatsword

Weapon

Very Rare

Life exists only to die. Those were the words of the great forgotten fighter, Lucian Grace. And even now, those words hold true, and this sword is very proof of it. Forged from obsidian and killer of millions, this sword hold deadly potential. Every swing of this sword invites death, and when you are close to it, you can feel the cold grasp of death.

  Violent Glass: This greatsword is made entirely of obsidian, yet always seems to be perfectly weighted for the hand that wields it, changing size and shape to the perfect ideal of what any given wielder would prefer most with their greatsword. Once a day This greatsword has a +3 bonus to attack and damage rolls. This Greatsword does not have the Large property.   Perfect Blade: The Obsidian Greatsword scores a critical hit on a 19 or 20. In addition, it deals 2d8 slashing damage on a hit instead of 2d6.

Cost: 150 gp
Weight: 10lb

The statblocks of your class features

Gunslinger: Fighter

Class Features As a fighter, you gain the following class features.   Hit Points Hit Dice: 1d10 per fighter level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st   Proficiencies Armor: All armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength, Constitution Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival   Equipment (a) chain mail or (b) leather, longbow, and 20 arrows (a) a martial weapon and a shield or (b) two martial weapons (a) a light crossbow and 20 bolts or (b) two handaxes (a) a dungeoneer's pack or (b) an explorer's pack Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.   Archery. You gain a +2 bonus to attack rolls you make with ranged weapons. Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. Defense. While you are wearing armor, you gain a +1 bonus to AC. Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Superior Technique. You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. 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. Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you. Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks. Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class. Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.   Once you use this feature, you must finish a short or long rest before you can use it again.   Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.   Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.   Martial Archetype At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.   Ability Score Improvement When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   Martial Versatility (Optional) Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:   Replace a fighting style you know with another fighting style available to fighters. If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.   Indomitable Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.   You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
hit dice: 10
hit points at 1st level: 10
hit points at higher levels:
armor proficiencies: all armor
weapon proficiencies: Simple weapons, martial weapons
tools: Game set - chess
saving throws: Constitution- strength
skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival  
starting equipment:
Gunsmith
Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
spellcasting:
class features:
subclass options:
Firearm Proficiency Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.   Gunsmith Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.   Firearm Properties Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property. These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.   Adept Marksman When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.   Trick Shots. You learn two trick shots of your choice. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack. You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.   Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.   Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:   Trick shot save DC = 8 + your proficiency bonus + your Dexterity modifier   Quickdraw When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.   Rapid Repair Upon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.   Lightning Reload Starting at 15th level, you can reload any firearm as a bonus action.   Vicious Intent At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.   Hemorrhaging Critical Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Basic Rules , pg. 257

Magic Missile

1-level Evocation

Casting Time 1 action
Range 120 ft
Duration Instantaneous
Components V, S

Damage Type: Force   Saving Throws: None   Description: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At higher levels:
When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Class(es): Sorcerer, Wizard

Level 1 Spells

Lightning Bolt

3-level Evocation

Casting Time 1 Action
Range Self (100 ft. line)
Duration Instantaneous
Components V, S, M
Materials A bit of fur and a rod of amber, crystal, or glass

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.   The lightning ignites flammable objects in the area that aren't being worn or carried.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Class(es): Sorcerer, Wizard

Identify

1-level Divination (ritual)

Casting Time 1 minute
Range Touch
Duration Instantaneous
Components V S M
Materials A pearl worth at least 100 gp and an owl feather

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.   If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.   Can be cast as a ritual.

Class(es): Artificer, Bard, Wizard, Cleric (Forge Domain), Cleric (Knowledge Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

PHB pg 231

Detect Magic

1-level Divination (ritual)

Casting Time 1 Action
Range Self
Duration Concentration, Up to 10 minutes
Components VS

For the duration, you sense the presence of magic within 30 feet of you. If you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Class(es): Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

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