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Character Info

Note: While most of the information is provided on the wiki, some is only speculation made while trying to recreate the character sheet
* Constructed Resilience
* Integrated Protection • +1 AC, must spend 1 hour to integrate armor onto their body, integrated armor can't be removed unwillingly
* Living Shield • They can impose disadvantage on an attack against someone next to them until the end of that turn=== AEORMATON TRAITS ===
— Resistant to poison damage and advantage on saves against the poisoned condition
— Doesn't require air, food, or drink
— Doesn't require sleep and can't be put to sleep by magic
— Immune to disease
* Fighting Style
* Second Wind • Once per short rest, they can use a bonus action to regain 1d10 + 8 HP. (1 / Short Rest • 1 Bonus Action )
* Action Surge • They can take one additional action on their turn. This can be used 1 times per short rest.
* Martial Archetype • Gunslinger
* Trick Shots
* Extra Attack • They can attack twice whenever they take the Attack action on their turn.
* Quickdraw • They can stow a firearm, then draw another firearm as a single object interaction on their turn.=== FIGHTER FEATURES ===
— Archery • They gain a +2 bonus to attack rolls they make with ranged weapons.
— Firearm Proficiency
— Gunsmith • They gain proficiency with Tinker’s Tools and can use them to craft ammunition at half cost, repair firearms, and create new ones.
— Adept Marksman • They gain 3 grit points that they regain after a short rest. They also regain 1 when they roll a 20 on firearm attacks or they deal a killing blow to a significant threat. Their saving throws for trick shots have a DC of 16. (3 / Short Rest)
— Dazing Shot • When they make a firearm attack against a creature, they can expend 1 grit point. On a hit, the creature takes damage and must make a CON saving throw (DC 16) or suffer disadvantage on attacks until the end of their next turn.
— Deadeye Shot • When they make a firearm attack against a creature, they can expend 1 grit point to gain advantage on the attack roll.
— Disarming Shot • When they make a firearm attack against a creature, they can expend 1 grit point. On a hit, the creature takes damage and must succeed on a STR saving throw (DC 16) or drop 1 held object of their choice and have that object be pushed 10 ft. away from them.
* Sneak Attack • Once per turn, they can deal an extra 1d6 damage to one creature they hit with an attack with a finesse or ranged weapon if they have advantage on the attack roll. They don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and they don’t have disadvantage on the attack roll. === ROGUE FEATURES ===
* Divine Domain • Life Domain
* Disciple of Life • Whenever they use a spell of 1st level or higher to restore HP, the creature regains additional HP equal to 2 + the spell’s level. === CLERIC FEATURES ===
* Crossbow Expert • They ignore the loading property of crossbows with which they are proficient. Being within 5 ft. of a hostile creature doesn’t impose disadvantage on their ranged attack rolls, and when they use the Attack action and attack with a one-handed weapon, they can use a bonus action to attack with a hand crossbow they are holding. (1 Bonus Action)
* Sharpshooter • Attacking at long range doesn't impose disadvantage on their ranged weapon attack rolls and their ranged weapon attacks ignore half cover and three-quarters cover. Before they make an attack with a ranged weapon that they are proficient with, they can choose to take a -5 penalty to the attack roll to add +10 to the attack's damage.
* Telepathic • Can cast Detect Thoughts (1/Day).
* Lycanthropy • Werewolf transformation=== FEATS ===
— Bless (always prepared)
— Ceremony
— Command
— Create or Destroy Water
— Cure Wounds (always prepared)
— Detect Evil and Good
— Detect Magic
— Detect Poison and Disease
— Guiding Bolt
— Healing Word
— Inflict Wounds
— Protection from Evil and Good
— Purify Food and Drink
— Sanctuary
— Shield of Faith