Level | 3 (0/2700 XP for level-up) |
Background | Criminal |
Size | Medium |
Species | Elf (Dune walker) |
Subclass | Gunslinger |
Level | 3 |
Hit dice | 3/3 |
1d10+1 |
W | Pr | Weapon / Attack | AB | Abi | Dmg | Dmg Type |
---|---|---|---|---|---|---|
Dagger | +5 | DEX | 1d4+3 | piercing | ||
Properties: Finesse, Light, Thrown | Nick | |||||
Dagger | +5 | DEX | 1d4+3 | piercing | ||
Properties: Finesse, Light, Thrown | Nick | |||||
Revolver | +5 | DEX | 2d6+3 | piercing | ||
Properties: Ammunition (range 60/240), reload (6) | Vex |
W | T | Armor | AC | D | Properties |
---|---|---|---|---|---|
Leather Armor | 14 |
P/E | Bonus | Skill | Abi |
---|---|---|---|
+3 | Acrobatics | DEX | |
+6 | Animal Handling | WIS | |
-1 | Arcana | INT | |
+3 | Athletics | STR | |
+0 | Deception | CHA | |
-1 | History | INT | |
+4 | Insight | WIS | |
+0 | Intimidation | CHA | |
-1 | Investigation | INT | |
+2 | Medicine | WIS | |
+1 | Nature | INT | |
+4 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
-1 | Religion | INT | |
+5 | Sleight of Hand | DEX | |
+5 | Stealth | DEX | |
+4 | Survival | WIS |
+4
Expertise Bonus |
+2
Proficiency Bonus |
Dagger (4), revolver, bullets (12), leather armor, explorer's pack (Backpack, Bedroll, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin.) Thieves' Tools, Crowbar, 2 Pouches, Traveler's Clothes
Weapon Training: Simple and Martial weapons
Armor Training: Light and Medium armor and Shields
Tool Proficiencies: thieves' tools
Languages: Common, Elvish, Sylvan, Deep Speech
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Desert Dweller. You are adapted to life in the desert. You suffer no ill effects from high temperatures, and you require no additional water in such conditions.
Desert Mirage. While outdoors in a sunny area with an ambient temperature warmer than freezing, you can use a bonus action to create a minor natural phenomenon that surrounds you and up to a number of allies within 10 feet of you equal to your proficiency bonus. The mirage lightly obscures each of you from the view of any creature more than 30 feet away from you for 1 minute. For the duration, each target can attempt to hide even if a target is obscured only by this mirage. You can’t use this trait again until you finish a short or long rest.
Sand Spirit. Difficult terrain comprised of sand or similar desert environts doesn’t cost you extra movement.
Favored Enemy. You always have the Hunter's Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
The number of times you can cast the spell without a spell slot increases when you reach certain Ranger Levels, as shown in the Favored Enemy column of the Ranger Features table.
Trick Shot. You can use your firearms to pull off special feats of marksmanship. Trick shots provide special effects or secondary functions to your firearm attacks. Unless otherwise stated, you can use a trick shot as part of the same action you use to attack with the firearm. You can use only one trick shot each turn. If you are wielding a blunderbuss, you can use only the Deafening Blast and Haft Strike trick shots.
If a trick shot requires a saving throw against its effects, the DC equals 13.
You have a quick hand and keen eye when employing firearms, granting you the following benefits:
While you are wielding a firearm in one hand and nothing in the other, if you make a ranged weapon attack and exceed the target's AC by 5 or more, you deal an additional die of weapon damage. You can only use this ability once per round.
Deafening Blast. As your bullet flies toward your target, you can cause one creature you can see within 5 feet of the path of the shot to make a Constitution saving throw. On a failure, the creature is deafened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Disarming Shot. You can use the Disarm weapon option when attacking with a firearm. If the target is beyond the normal range for the weapon, it has advantage on its saving throw. Use your trick shot DC for this saving throw instead of the weapon option DC.
Haft Strike. As a bonus action after you load your firearm, you can whip the weapon around and use the stock to make a melee attack at a target within 5 feet of you. This attack deals 1d6 bludgeoning damage if done with a one-handed firearm, or 1d8 bludgeoning damage with a two-handed firearm, plus your Strength modifier.
Improved Ricochet Shot. You can use the Ricochet Shot weapon option against a target that has total cover, provided you are aware of which space the target occupies. Meaning you can attack a creature even if its behind cover.
Manipulate Object. You can fire a round from your gun to manipulate an object at a distance, up to the maximum range of your firearm. This allows you to take the Use an Object action from a distance, though your action is limited to things that can be done with the impact of the bullet, such as punching a button, moving a lever, severing a rope, or similar actions. You can also use this trick shot to move an object weighing no more than 10 pounds, pushing it up to 5 feet away from its original location. If an object is being worn or carried, the creature wearing or carrying it must succeed on a Dexterity saving throw to prevent the object from being moved.
Shifting Shot. You fire a shot into a space occupied by a Large or smaller creature, near its feet or body. The creature must succeed on a Dexterity saving throw or be compelled to move 5 feet in a direction of your choosing. The creature automatically succeeds on this saving throw if it would be compelled to move into damaging terrain, such as lava or a pit.