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Roan Madden
Level 3 (0/2700 XP for level-up)
Background Criminal
Size Medium
Species Elf (Dune walker)
Ranger
Subclass Gunslinger
Level 3
Hit dice 3/3
1d10+1

STR 13
+1
STR save: +3
DEX 17
+3
DEX save: +5
CON 13
+1
CON save: +1
INT 8
-1
INT save: -1
WIS 14
+2
WIS save: +2
CHA 10
+0
CHA save: +0

Initiative (DEX)
+3
Speed
30 ft.
Passive Perception
14
Heroic Inspiration
Armor Class (AC)
14
Leather Armor
Hit Points
23 / 23
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+4
Ability
WIS
Abi Mod
+2
Save DC
12
Attacks
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
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Leather Armor 14
Skills
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
Spell Book

Level 1 Spells
3 slots

NAME AB CAST RNG DUR DMG CMP #
Hunters Mark
+4
Bonus Action 90 feet Concentration, up to 1 hour 1d6 V
 Notes:   You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it. If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.
Blood Print
+4
Action or Ritual Touch Instantaneous V, S, M (an ounce or more of blood)
 Notes:   At your touch, wet blood on a surface shifts and reforms into a pattern of crimson blotches. This blood print is unique to the particular creature to whom the blood belongs, but you can determine the creature’s kind (such as human, gnoll, deer, or fire giant) by examining the general shape. A print can be preserved by pressing a sheet of paper against it. If this spell is cast twice, it is possible to match samples of blood originating from the same creature by comparing the prints.
Hail of Thorns
+4
Bonus Action, which you take immediately after hitting a creature with a Ranged weapon Self Instantaneous 1d10 V
 Notes:   As you hit the creature, this spell creates a rain of thorns that sprouts from your Ranged weapon or ammunition. The target of the attack and each creature within 5 feet of it make a Dexterity saving throw, taking 1d10 Piercing damage on a failed save or half as much damage on a successful one.
Zephyr Strike
+4
Bonus Action Self Concentration, up to 1 minute V
 Notes:   You move like the wind. For the duration, your movement doesn’t provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
Sprout Foliage
+4
Action Self 1 hour 1d6 V, S, M (flower seeds)
 Notes:   You sprout and rapidly grow a lush leafy foliage that covers the entirety of your body. When casting this spell, you can choose if the foliage has other features, such as flowers or berries. While prone and motionless, you are indistinguishable from a normal bush. If a creature hasn’t observed you move or act, it must succeed on an Intelligence (Investigation) check against your spell save DC to discern that you aren’t a bush. To become disguised again from a creature that has discerned you for what you are, you must take the Hide action while you’re unseen by the creature. For the duration, you can use your action to create and hurl a pinecone, berry, or flower bud. When you do so, make a ranged spell attack against a creature within 30 feet of you. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier.
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 14, Platinum: 0
Treasure and Equipment

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




Proficiencies, Languages, and Talents

Weapon Training: Simple and Martial weapons


Armor Training: Light and Medium armor and Shields


Tool Proficiencies: thieves' tools


Languages: Common, Elvish, Sylvan, Deep Speech



Features & Traits

Species


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.


Class


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.


Subclass


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.




Feat

Alert



  • Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.
  • Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the Incapacitated condition.

Gunner


You have a quick hand and keen eye when employing firearms, granting you the following benefits:



  • 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.

Duelist


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.



Trick Shots

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.





™ & © Wizards of the Coast - D & D 5e Character Sheet v3.04, made by Tillerz - Updated: 2025-06-11

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