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Cole Matthews

Human · Gunslinger (Deadeye) · Level 20 · Soldier

Cole Matthews

Cole is the silent eye of the storm.
AC18
HP184/184
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 184 · 30 ft.
AlignmentLawful NeutralGenderMaleAge38
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • IntimidationCHA
  • PerceptionWIS
  • StealthDEX

Armor

Light Armor,
Medium Armor,
Heavy Armor,
Shields

Weapons

Simple Weapons,
Martial Weapons,
Firearms

Tools

Land Vehicles,
Gaming Set (Dice),
Thieves' Tools

Languages

Common,
Orc,
Thieves' Cant

Features

23 features

Action

  • Extra AttackLevel 5

    You can attack twice instead of once whenever you take the Attack action.

  • Concealed PositionLevel 6

    You can take the Hide action while Prone even if not Heavily Obscured. If you miss while hidden, you do not reveal your location.

Bonus action

  • Deft ManeuverLevel 18

    You gain an additional Bonus Action each turn that can only be used to use a maneuver.

Reaction

  • RepositionLevel 10

    When a creature misses you with an attack, you can use a Reaction to end the Prone condition and move up to half your speed.

Always on

  • Fighting Style: ArcheryLevel 1

    You gain a +2 bonus to attack rolls you make with ranged weapons. This applies to your firearms.

  • Quick DrawLevel 1

    You have Advantage on Initiative rolls. You can draw or stow two weapons that lack the Two-Handed property whenever you could normally draw or stow one.

  • Weapon MasteryLevel 1

    You can use the mastery properties of six kinds of ranged weapons. Current choices: Musket (Slow), Pistol (Vex), Heavy Crossbow (Push), Longbow (Slow), Shortbow (Vex), Hand Crossbow (Vex).

  • Critical ShotLevel 2

    Your attack rolls with Ranged weapons score a Critical Hit on a roll of 17 to 20.

  • Risk DiceLevel 2

    You have 6 Risk Dice (d12s). You regain them on a Short or Long rest. Maneuver DC: 20.

  • Eagle EyeLevel 3

    Once per turn when you miss with a ranged attack roll, you can expend one Risk Die and add it to the attack roll.

  • Sharpshooter StanceLevel 3

    You do not have Disadvantage on ranged attacks while Prone. You can stand up from Prone using only 5 feet of movement.

  • Gut ShotLevel 5

    On a Critical Hit against a Large or smaller creature, the projectile lodges. The target has halved speed and Disadvantage on attacks for 1 minute or until it uses an attack to dislodge the projectile.

  • EvasionLevel 7

    When you succeed on a Dexterity save for half damage, you take no damage. If you fail, you take half damage.

  • OverkillLevel 11

    You add your Dexterity modifier (+6) to firearm damage rolls. If already adding it, you deal an extra 1d8 damage.

  • Cheat DeathLevel 13

    When reduced to 0 HP but not killed, you drop to 1 HP instead and regain 20 hit points. Recharges on Short/Long Rest.

  • Focused ShotLevel 14

    You can take an Attack action to make only one ranged attack with Advantage. If it hits, it is a Critical Hit.

  • Dire GambitLevel 15

    When you roll Initiative or score a Critical Hit, you regain one expended Risk Die.

  • Epic Boon: Irresistible OffenseLevel 19

    Your attacks ignore Resistance to Bludgeoning, Piercing, and Slashing damage. On a Critical Hit, you deal extra damage equal to your Ability Score modifier.

  • HeadshotLevel 20

    On a Critical Hit, you can trigger a Headshot. Creatures with less than 100 HP die instantly. Others take an extra 10d10 damage. Recharges on Short/Long Rest or by spending 3 Risk Dice.

  • ResourcefulHumanYou gain Heroic Inspiration whenever you roll a 1 on the d20 for a D20 Test.
  • SkillfulHumanYou gain proficiency in one skill (Stealth).
  • VersatileHumanYou gain an extra Origin feat (Alert).
  • Savage AttackerSoldier

    Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either total.

Gear

5 items

Weapons

  • Syndicate-Issue Scoped Rifle (Musket)
    1d12 Piercing, Ammunition (Range 40/120), Loading, Two-Handed.
  • 2×
    Twin Sidearms (Pistols)
    1d10 Piercing, Ammunition (Range 30/90), Loading.

Armor

  • Studded Leather Armor
    AC 12 plus Dex modifier.

Gear

  • Syndicate Commendation
    A heavy coin marked with the insignia of Ripley's Syndicate.
  • Ammunition Pouch
    Contains 60 specialized bullets.

Appearance

Cole is a man of lean, corded muscle with a sun-beaten complexion common to those on the continent of Desertstone. He has short, military-cropped dark hair and piercing green eyes that move with mechanical precision. A jagged scar runs from his left cheekbone down to his jawline. He is typically seen wearing dark, reinforced leather gear suited for desert warfare, with a long-scoped rifle strapped to his back and dual pistols at his hips.

Mannerisms

Cole keeps his hands perfectly still when resting, a habit from years of sniper training. He speaks in a low, gravelly whisper that demands absolute attention.

Personality

Cole is the silent eye of the storm. He speaks in short, clipped sentences and rarely shows emotion, valuing efficiency over ego. He views every environment as a grid of firing lines and cover opportunities. Despite his cold exterior, he is deeply protective of those he considers family, particularly his brother Brandon.

Ideals

Precision. A single well-placed shot can end a war before it begins. Loyalty. You don't betray the hand that feeds you, and you never leave a brother behind.

Bonds

My brother, Brandon, is my anchor in this dusty world. I owe my current life to Ripley's Syndicate and I fulfill my contracts to the letter.

Flaws

I view people as targets first and individuals second. My loyalty to the Syndicate blinds me to the collateral damage of their operations.

Quirks

Always counts the windows when entering a new room.
Checks the wind direction with a pinch of sand every hour.
Refuses to sleep with his back to a door.

Background

Born in the scorching wastes of Desertstone, Cole Matthews learned early that a steady hand meant the difference between a meal and a shallow grave. He served with distinction as an Army Ranger, honing his skills as a long-range specialist during the border wars. However, the military's rigid bureaucracy eventually clashed with his personal sense of justice, leading him to take his talents to the private sector. He settled in the sprawling desert city of Zahra-Nur, where his lethal reputation caught the eye of Ripley's Syndicate. Now serving as their premier enforcer, Cole handles the high-profile problems that require a delicate touch from a mile away. His brother, Brandon, remains the only person who knows the man behind the scope, a secret Cole guards as fiercely as he guards his syndicate's secrets. He operates with the belief that in the desert, mercy is a luxury that only the dead can afford.

“He served with distinction as an Army Ranger, honing his skills as a long-range specialist during the border wars.”
From their backstory
Background
Soldier

Connections

Species

Human

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