ʟᴠʟ. 3 ᴛᴀʙᴀxɪ ɢᴜɴ sʟɪɴɢᴇʀ
ᴘɪʀᴀᴛᴇ
ᴄʜᴀᴏᴛɪᴄ ɢᴏᴏᴅ
ᴍᴀx ʜᴘ: 28
ᴘʀᴏꜰɪᴄɪᴇɴᴄɪᴇs
⋄ ᴛᴏᴏʟs: Heavy Armor, Light Armor, Medium Armor, Shields, Firearms, Martial Weapons, Simple Weapons, Navigator's Tools, Tinker's Tools, Vehicles (Water)
⋄ ʟᴀɴɢᴜᴀɢᴇs: Common, Primordial
⋄ ᴛᴏᴏʟs: Heavy Armor, Light Armor, Medium Armor, Shields, Firearms, Martial Weapons, Simple Weapons, Navigator's Tools, Tinker's Tools, Vehicles (Water)
⋄ ʟᴀɴɢᴜᴀɢᴇs: Common, Primordial
ғᴇᴀᴛᴜʀᴇs ᴀɴᴅ ᴛʀᴀɪᴛs
⋄ Fɪɢʜᴛɪɴɢ Sᴛʏʟᴇ: Archery
⋄ Sᴇᴄᴏɴᴅ Wɪɴᴅ: Once per short rest, you can use a bonus action to regain 1d10 + 3 HP.
⋄ Aᴄᴛɪᴏɴ Sᴜʀɢᴇ: Once per short rest, you can take one additional action on your turn. [17th] Twice per short rest
⋄ Mᴀʀᴛɪᴀʟ Aʀᴄʜᴇᴛʏᴘᴇ: Gunslinger
⋄ Firearm Proficiency: You gain proficiency with firearms.
⋄ Fɪʀᴇᴀʀᴍ Pʀᴏꜰɪᴄɪᴇɴᴄʏ: You gain proficiency with Tinker’s Tools and can use them to craft ammunition at half cost, repair firearms, and create new ones.
⋄ Aᴅᴇᴘᴛ Mᴀʀᴋsᴍᴀɴ: You learn trick shots that enhance a firearm attack in some way. You gain 1 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 14.
⋄ Tʀɪᴄᴋ Sʜᴏᴛs:
⋄ Dᴀʀᴋᴠɪsɪᴏɴ: You can see in darkness (shades of gray) up to 60 ft.
⋄ Fᴇʟɪɴᴇ Aɢɪʟɪᴛʏ: When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
⋄ Cᴀᴛ’s Cʟᴀᴡs: You have a climbing speed of 20 ft. and your claws are natural weapons that deal 1d4 0 slashing damage, instead of the normal bludgeoning damage for an unarmed strike.
⋄ Cᴀᴛ’s Tᴀʟᴇɴᴛ: You have proficiency in the Perception and Stealth skills.
⋄ Fɪɢʜᴛɪɴɢ Sᴛʏʟᴇ: Archery
⋄ Sᴇᴄᴏɴᴅ Wɪɴᴅ: Once per short rest, you can use a bonus action to regain 1d10 + 3 HP.
⋄ Aᴄᴛɪᴏɴ Sᴜʀɢᴇ: Once per short rest, you can take one additional action on your turn. [17th] Twice per short rest
⋄ Mᴀʀᴛɪᴀʟ Aʀᴄʜᴇᴛʏᴘᴇ: Gunslinger
⋄ Firearm Proficiency: You gain proficiency with firearms.
⋄ Fɪʀᴇᴀʀᴍ Pʀᴏꜰɪᴄɪᴇɴᴄʏ: You gain proficiency with Tinker’s Tools and can use them to craft ammunition at half cost, repair firearms, and create new ones.
⋄ Aᴅᴇᴘᴛ Mᴀʀᴋsᴍᴀɴ: You learn trick shots that enhance a firearm attack in some way. You gain 1 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 14.
⋄ Tʀɪᴄᴋ Sʜᴏᴛs:
- Dᴇᴀᴅᴇʏᴇ Sʜᴏᴛ: When you make a firearm attack against a creature, you can expend 1 grit point to gain advantage on the attack roll.
- Dɪsᴀʀᴍɪɴɢ Sʜᴏᴛ: When you make a firearm attack against a creature, you can expend 1 grit point. On a hit, the creature takes damage and must succeed on a STR saving throw (DC 10) or drop 1 held object of your choice and have that object be pushed 10 ft. away from you.
- Dɪsᴀʀᴍɪɴɢ Sʜᴏᴛ: When you make a firearm attack against a creature, you can expend 1 grit point. On a hit, the creature takes damage and must succeed on a STR saving throw (DC 10) or drop 1 held object of your choice and have that object be pushed 10 ft. away from you.
⋄ Dᴀʀᴋᴠɪsɪᴏɴ: You can see in darkness (shades of gray) up to 60 ft.
⋄ Fᴇʟɪɴᴇ Aɢɪʟɪᴛʏ: When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
⋄ Cᴀᴛ’s Cʟᴀᴡs: You have a climbing speed of 20 ft. and your claws are natural weapons that deal 1d4 0 slashing damage, instead of the normal bludgeoning damage for an unarmed strike.
⋄ Cᴀᴛ’s Tᴀʟᴇɴᴛ: You have proficiency in the Perception and Stealth skills.
ᴇǫᴜɪᴘᴍᴇɴᴛ
⋄ Explorer's Pack
⋄ Leather Armor
⋄ Rabbit's Foot
⋄ Common Clothes
⋄ Tinker's Tools
ᴡᴇᴀᴘᴏɴs
⋄ Rapier
⋄ Trident
⋄ Club
⋄ Pistol
⋄ Bullets x 20
ᴄᴜʀʀᴇɴᴄʏ
⋄ 200 gold pieces
⋄ Explorer's Pack
⋄ Leather Armor
⋄ Rabbit's Foot
⋄ Common Clothes
⋄ Tinker's Tools
ᴡᴇᴀᴘᴏɴs
⋄ Rapier
⋄ Trident
⋄ Club
⋄ Pistol
⋄ Bullets x 20
ᴄᴜʀʀᴇɴᴄʏ
⋄ 200 gold pieces
A youthful, sailor Tabaxi child had been roaming the seas with his parents aboard a small vessel named Giacamo's Tail (after his father). Our sweet Giovian has been gifted a pistol from his mother. A tool that, to his knowledge, she invented to be used in the service of the family. The family has spent his entire life aboard Giacamo's Tail sailing the seas of the south/southwestern coast. They have been pirates, stealing from unguarded merchant vessels with their array of weaponry that his mother Gabriela has been tinkering with. In the first attempt to allow Giovian to go purchase materials for the weapons she builds, he became landlocked and separated from his parents as the gates to the city shut with a world-shattering crash. Alone in the city that he has only ever seen from the sea, he is a cat out of water, floundering, and seeking direction back to his family.