John McClane
John McClane
John McClane
John McClane
Chaotic Good
20 Gunslinger
+6 19
Archery: You gain a +2 bonus to attack
19 +12 30 ft. rolls you make with ranged weapons.
275
◆ +10
18
+4
+4
+6
20
22
+6
+6
● +12
+6
Learn trick shots, total of 6. Use a grit point
Sharpshooter -5 +10 for a trick shot. Regain a grit point when
+11
nat 20, regain all at a short or long rest.
◆
12 2 4 3
+1
+1
+1
+1
+1
+1
Quickdraw: You add your proficiency
bonus to your initiative. You can also stow
+3
a firearm, then draw another firearm as a
16 3
+3
+3 20 single object interaction on your turn.
+3
+3 ●
●
+9
+9
7
-2
-2
-2
480 ft. Reload 1, Misfire 2
-2 -2
Pistol +12 1d10 + 6 Piercing
Rapid Repair: You learn how to quickly
240 ft. Reload 4, Misfire 1 attempt to fix a jammed gun. You can spend
a grit point to attempt to repair a misfired
Gunner (Feat): You gain proficiency with
(but not broken) firearm as a bonus action.
firearms (see “Firearms” in the Dungeon
Master’s Guide). You ignore the loading Bullying Shot: You can expend one grit point while making a Charisma
(Intimidation) check to gain advantage on the roll.
property of firearms. Being within 5 feet of Dazing Shot: Firearm attack, you can expend one grit point to attempt to
dizzy your opponent. On a hit, the creature suffers normal damage and must
a hostile creature doesn’t impose make a Constitution saving throw or suffer disadvantage on attacks until the