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Karasu

7 Level (0/34000 XP for level-up) Outlaw Background Tengu (Kenku) Race / Species / Heritage Neutral Evil Alignment
Musketeer
Level 7
Hit Dice: 7/7
1d8-1 Class 1

STR
13
+1
DEX
22
+6
CON
8
-1
INT
22
+6
WIS
24
+7
CHA
11
+0
68
Hit Points
+6
Initiative (DEX)
18
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
17
Passive Perception
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Strength
+9 Dexterity
-1 Constitution
+6 Intelligence
+10 Wisdom
+0 Charisma
saving throws
+6 Acrobatics DEX
+7 Animal Handling WIS
+6 Arcana INT
+1 Athletics STR
+0 Deception CHA
+6 History INT
+7 Insight WIS
+0 Intimidation CHA
+9 Investigation INT
skills
+7 Medicine WIS
+6 Nature INT
+7 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+6 Religion INT
+9 Sleight of Hand DEX
+9 Stealth DEX
+7 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
No playable Tengu sadge http://dnd5e.wikidot.com/lineage:kenku

Sharpshooter https://5e.tools/feats.html#sharpshooter_phb

Quick Learner- When an enemy in your line of sight uses their class skill, you can gain one use of that class skill for yourself at their level. This recharges upon a long rest.

Focused Shot- Starting at level 1, when firing the last round of your weapon, it has a damage increase of 1d4 per class feature (including this one, current total is 3d4 with CC).

Deft Hands- Starting at level 5, when you recharge your weapon or use a potion to change its effects, you may now perform this as a bonus action rather than an action. Additionally, you can make an extra attack with your gun each turn. You gain a 3rd attack at level 11 and a 4th at level 20.

Duel Wielding- Starting at level 3, you gain the ability to duel wield small firearms with proficiency and can fire both simultaneously. Additionally, you can fire a third time as a bonus action.

Fancy Shooting- Starting at level 7, you are able to choose two of the following trickshots to learn during a short-rest. These may be swapped out and you gain more trickshot slots upon gaining ability score increases. All of these are usable equal to your proficiency modifier times 2.
-------------------------------------
-Quickdraw- If you have made no other actions this turn, you may quickly draw and shoot your pistol at any foe in line of sight. This attack is guaranteed to hit but does not add your dexterity modifier to the damage.
Fan-the-hammer-Empty your entire crystal into a nearby enemy and quickly reload, can only be used if within 10 feet of a target.

Bounce-shot- Bounce your shot off a nearby surface to hit an enemy.

Coinshot- Toss a coin into the air and shoot it to fire it at a nearby enemy at high speed, dealing 1d6 per trickshot used and autocriting if it hits. (So for example, if you have a total of 6 trickshot uses and you have already used 5 of them, this attack does 5d6) Costs 1 gold to use.

Deadeye- Shoot every target on the field for 1d8+your basic attack. Only uses one pistol.

Features & Traits
Revolver-2d4 piercing, ranged, dex
Musket-1d10 but 2d10 at long-range but disadvantage at close range, 2 handed
Shotgun-2d6 close but disadvantage at mid and far, 2 handed

Parrying Dagger- 1d4 slashing damage, advantage when making defensive parries

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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