Lillian

Player: Zuzanna
Class & Level
  • Fighter (9) – Gunslinger
  • Rogue (2)
Race
Warforged
Background
Noble
XP
530
Hit Points
Armour Class

21

Unarmored
Initiative ▲ ADV

+9

Speed
Conditions 1 active conditions
Select active conditions
Defenses
Resistances:
  • Poison
Immunities:
  • Disease
  • Magical Sleep
Vulnerabilities:
  • None
  • Strength

    12 (+1)

  • Dexterity

    20 (+5)

  • Constitution

    18 (+4)

  • Intelligence

    13 (+1)

  • Wisdom

    18 (+4)

  • Charisma

    7 (-2)

Rapier
Piercing
Attack
+9
Damage
1d8+5
Shortbow
Piercing
Attack
+9
Damage
1d6+5
Unarmed Strike
bludgeoning
Attack
+5
Damage
2
Range
5 ft.
Unarmed Strike options

Whenever you use your Unarmed Strike, choose one of the following options for its effect.

Damage. You make an attack roll against the target. Your bonus to the roll equals your Strength modifier plus your Proficiency Bonus. On a hit, the target takes Bludgeoning damage equal to 1 plus your Strength modifier.

Grapple. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or it has the Grappled condition. The DC for the saving throw and any escape attempts equals 8 plus your Strength modifier and Proficiency Bonus. This grapple is possible only if the target is no more than one size larger than you and if you have a hand free to grab it.

Shove. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or you either push it 5 feet away or cause it to have the Prone condition. The DC for the saving throw equals 8 plus your Strength modifier and Proficiency Bonus. This shove is possible only if the target is no more than one size larger than you.

Spellcasting

No available spells with rolls.

Resources

Filled circles are spent uses. Restore a resource when you regain it.

Second Wind

Fighter · Short rest

1 / 1 remaining
Override total

Leave blank to use the class default: 1.

Description
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. Source: Player's Handbook p. 72
Action Surge

Fighter · Short rest

1 / 1 remaining
Override total

Leave blank to use the class default: 1.

Description
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus 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. Source: Player's Handbook p. 72
Indomitable

Fighter · Long rest

1 / 1 remaining
Override total

Leave blank to use the class default: 1.

Description
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. Source: Player's Handbook p. 72
Proficiency Bonus

+4

Saving Throws
Strength +1
Dexterity +9
Constitution +8
Intelligence +1
Wisdom +4
Charisma -2
Passives
Passive Perception 22
Passive Insight 18
Passive Investigation 11
Skills
No proficiency Proficient Expertise
Acrobatics +13
Animal Handling +4
Arcana +1
Athletics +5
Deception +2
History +1
Insight +8
Intimidation +2
Investigation +1
Medicine +4
Nature +1
Perception ▲ ADV +12
Performance -2
Persuasion -2
Religion +1
Sleight of Hand +5
Stealth ▼ DIS +5
Survival +4
Other Proficiencies
Languages
  • Common
  • Dwarvish
  • Elvish
Tools

None

Weapons

None

Armor

None

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. Source: Player's Handbook p. 72

You adopt a particular style of fighting as your specialty. Choose one of the following options: Archery, Blind Fighting, Defense, Dueling, Great Weapon Fighting, Interception, Protection, Superior Technique, Thrown Weapon Fighting, Two-Weapon Fighting, or Unarmed Fighting. You can't take a Fighting Style option more than once, even if you later get to choose again. Source: Player's Handbook p. 72

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus 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. Source: Player's Handbook p. 72

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Arcane Archer, Battle Master, Cavalier, Champion, Echo Knight, Eldritch Knight, Psi Warrior, Purple Dragon Knight, Rune Knight, or Samurai, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. Source: Player's Handbook p. 72

Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or polearm tactics. Whether the duelist of infantry martial weapons were seemingly perfected long ago, and the true challenge is to master them. However, some minds couldn't stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms. This archetype focuses on the ability to design, craft and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present. Should this path of powder, fire and metal call to you, keep your wits about you, hold onto your convictions as a fighter, and let skill meet luck to guide your bullets to strike true. Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 1

Starting from when you choose this archetype at 3rd level, you gain proficiency in firearms, allowing you to add your proficiency bonus to attacks made with firearms. Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 2

Upon choosing this archetype at 3rd level, you gain proficiency in Tinker's Tools. You may use them to craft ammunition, repair damaged firearms, or even draft and create new ones (DM's discretion). Some extremely intricate and experimental features are only available through crafting. Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2

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 trick shot, you can also replace one trick shot you know with a different one. (Added as spells in the Trick Shots spell list) 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 with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM's discretion). You gain 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 effect. The saving throw DC is calculated as follows: Trick Shot save DC = 8 + your proficiency bonus + Dexterity Modifier Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 2

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. If your DM uses the optional Feats, you can instead take a feat. Source: Player's Handbook p. 72

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. Source: Tasha's Cauldron of Everything p. 42

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. Source: Player's Handbook p. 72

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. If your DM uses the optional Feats, you can instead take a feat. Source: Player's Handbook p. 72

When you reach 7th level, you add your proficiency to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 2

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. If your DM uses the optional Feats, you can instead take a feat. Source: Player's Handbook p. 72

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. Source: Player's Handbook p. 72

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit. Source: Player's Handbook p. 96

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases by 1d6 every odd level you gain in this class, to a maximum of 10d6 at 19th level. Source: Player's Handbook p. 96

During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Source: Player's Handbook p. 96

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Source: Player's Handbook p. 96

The warforged were built to fight in the Last War. While the first warforged were mindless automatons, House Cannith devoted vast resources to improving these steel soldiers. An unexpected breakthrough produced sapient soldiers, giving rise to what some have only grudgingly accepted as a new species. Warforged are made from wood and metal, but they can feel pain and emotion. Built as weapons, they must now find a purpose beyond war. A warforged can be a steadfast ally, a cold-hearted killer, or a visionary in search of meaning. Source: Eberron: Rising from the Last War p. 35

Warforged often display an odd personality trait or two, given how new they are to the world. The Warforged Quirks table contains example quirks. d8 | Quirk 1 | You analyze—out loud—the potential threat posed by every creature you meet. 2 | You often misread emotional cues. 3 | You are fiercely protective of your friends. 4 | You try to apply wartime discipline to every situation. 5 | You don't know how to filter your feelings and are prone to dramatic emotional outbursts. 6 | You don't understand clothing beyond its utility and assume it denotes a person's function. 7 | You are obsessed with your appearance and constantly polish and buff yourself. 8 | War is the only thing that makes sense to you, and you're always looking for a fight. Source: Eberron: Rising from the Last War p. 35

Your Constitution score increases by 2, and one other ability score of your choice increases by 1 Source: Eberron: Rising from the Last War p. 36

A typical warforged is between two and thirty years old. The maximum warforged lifespan remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects. Source: Eberron: Rising from the Last War p. 36

Most warforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality, or lack thereof, of the beings with which they served. Source: Eberron: Rising from the Last War p. 36

Your size is Medium. To set your height and weight randomly, start with rolling a size modifier: Size modifier = 2d6 Height = 5 feet + 10 inches + your size modifier in inches Weight in pounds = 270 + (4 x your size modifier) Source: Eberron: Rising from the Last War p. 36

You were created to have remarkable fortitude, represented by the following benefits: • You have advantage on saving throws against being poisoned, and you have resistance to poison damage. • You don't need to eat, drink, or breathe. • You are immune to disease. • You don't need to sleep, and magic can't put you to sleep. Source: Eberron: Rising from the Last War p. 36

When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal. Source: Eberron: Rising from the Last War p. 36

Your body has built-in defensive layers, which can be enhanced with armor: • You gain a +1 bonus to Armor Class. • You can don only armor with which you have proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way. • While you live, the armor incorporated into your body can't be removed against your will. Source: Eberron: Rising from the Last War p. 36

You gain one skill proficiency and one tool proficiency of your choice. Source: Eberron: Rising from the Last War p. 36

You can speak, read, and write Common and one other language of your choice. Source: Eberron: Rising from the Last War p. 36

You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them. Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn't stand on its own — it's connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you. Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them? What's your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don't embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family's good graces, or shunned by the rest of your family? Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family? These details help establish your family and your title as features of the world of the campaign. • Skill Proficiencies: History, Persuasion • Tool Proficiencies: One type of gaming set • Languages: One of your choice • Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp Source: Player's Handbook p. 135

Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.

Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds - responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family's care, or even to the title itself. But this responsibility is often a good way to undermine a noble. d8 | Personality Trait 1 | My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world. 2 | The common folk love me for my kindness and generosity. 3 | No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses. 4 | I take great pains to always look my best and follow the latest fashions. 5 | I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations. 6 | Despite my noble birth, I do not place myself above other folk. We all have the same blood. 7 | My favor, once lost, is lost forever. 8 | If you do me an injury, I will crush you, ruin your name, and salt your fields. d6 | Ideal 1 | Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good) 2 | Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful) 3 | Independence. I must prove that I can handle myself without the coddling of my family. (Chaotic) 4 | Power. If I can attain more power, no one will tell me what to do. (Evil) 5 | Family. Blood runs thicker than water. (Any) 6 | Noble Obligation. It is my duty to protect and care for the people beneath me. (Good) d6 | Bond 1 | I will face any challenge to win the approval of my family. 2 | My house's alliance with another noble family must be sustained at all costs. 3 | Nothing is more important than the other members of my family. 4 | I am in love with the heir of a family that my family despises. 5 | My loyalty to my sovereign is unwavering. 6 | The common folk must see me as a hero of the people. d6 | Flaw 1 | I secretly believe that everyone is beneath me. 2 | I hide a truly scandalous secret that could ruin my family forever. 3 | I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger. 4 | I have an insatiable desire for carnal pleasures. 5 | In fact, the world does revolve around me. 6 | By my words and actions, I often bring shame to my family.

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits: • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. • Your ranged weapon attacks ignore half cover and three-quarters cover. • Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. Source: Player's Handbook p. 170
Spellcasting Ability

Intelligence

Spell Save DC

13

Spell Attack Modifier

+5

Spell Slots
Custom spell slot totals

Override the calculated slots for this character. Use this for custom class progressions; uncheck the option to return to automatic totals.

Cantrips

Not assigned to a spellcasting class. Edit this spell to include it in class counts; leave it unassigned for racial, feat or item spells.

Casting time
1 minute
Range
Touch
Components
V, S, M (two lodestones)
Duration
Instantaneous
Classes
Fighter (Eldritch Knight), Rogue (Arcane Trickster), Bard, Cleric, Druid, Sorcerer, Wizard, Artificer
This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object. Source: Player's Handbook p. 259

Attunement

Source: Player's Handbook p. 150

As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage. Source: Player's Handbook p. 148
Roll
2d6

You gain a +1 bonus to AC and saving throws while you wear this cloak. Source: Dungeon Master's Guide p. 159
Character Backstory
Lillian is a Warforged Fighter with a mysterious past. She was created for war but has since found a new purpose in adventuring. Her noble background gives her a sense of duty and honor, and she seeks to protect those who cannot protect themselves.
Session 0
- Met the team - Learnt town gossip - Checked noticeboard for jobs
Session 1
Some notes