Six-Shooters & Sorcery
Dust and Shadows · Character Sheet
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Party Inspiration
  • Advantage — spend before the roll
  • Re-roll — spend after the roll
  • +1d12 damage on a hit
  • +1d8 on a DC check
  • Max 1 point per roll
Proficiency Bonus
Saving Throws
Skills
Passive Wisdom (Perception)
Passive Intelligence (Investigation)
Other proficiencies & languages
Armor Class
Initiative
Speed

Half cover is +2 and three-quarters cover is +5 to AC and Dexterity saves. Take Cover doesn't stack with cover: a bonus action, incoming ranged attacks have disadvantage until your next attack, and firing ends it. Kneeling or prone alone is not cover.

Armor and shield are on the Gear tab.

Level 1 HP is the Calling's hit die maximum plus Constitution. Later levels add the average (rounded up) plus Constitution. Ability mods, proficiency, saves, skills, initiative, passive Perception, and spell DC / attack fill in on their own. Type any calculated box to override it; double-click to clear.

Total
Hit Dice
Successes
Failures
Death Saves
Personality

Feats

From your picks (PHB reference)
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Restore

Backups are kept in this browser: the last 10 versions of each character. Restoring keeps a copy of what you have now first.

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The Saloon

Your shards live in this character file. A game opened from the same place (same folder on this computer, or the same website) can read and change them. The purse is saved in this browser. The three games below show a "Linked to …" banner, use your shards as chips (1 chip = 1 ES), and write wins and losses back here. Save afterwards to keep the change in your file.