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starbound

5 Level (0/14000 XP for level-up) Linerunner Background Splicer Race / Species / Heritage Freelancer Alignment
Ronin
Level 5
Hit Dice: 5/5
1d10+2 Class 1

STR
10
+0
DEX
19
+4
CON
14
+2
INT
12
+1
WIS
14
+2
CHA
12
+1
47
Hit Points
+4
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
15
Passive Perception
+6 Expertise Bonus
+3 Proficiency Bonus
includes proficiency bonus/die +3 Strength
not proficient +4 Dexterity
includes proficiency bonus/die +5 Constitution
not proficient +1 Intelligence
not proficient +2 Wisdom
not proficient +1 Charisma
saving throws
includes proficiency bonus/die +7 Acrobatics DEX
not proficient +2 Animal Handling WIS
not proficient +1 Arcana INT
not proficient +0 Athletics STR
not proficient +1 Deception CHA
not proficient +1 History INT
not proficient +2 Insight WIS
not proficient +1 Intimidation CHA
not proficient +1 Investigation INT
not proficient +1 Culture INT
includes proficiency bonus/die +4 Technology INT
skills
not proficient +2 Medicine WIS
not proficient +1 Nature INT
includes proficiency bonus/die +5 Perception WIS
not proficient +1 Performance CHA
not proficient +1 Persuasion CHA
not proficient +1 Religion INT
not proficient +4 Sleight of Hand DEX
not proficient +4 Stealth DEX
includes proficiency bonus/die +5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
includes +3 proficiency bonus Hatchet +3 STR 1d6 slashing
 Light, thrown (range 20/60)
includes +3 proficiency bonus Throwing Knifes +7 DEX 1d8+4 piercing
 Finesse, thrown ammunition (range 80/240), light, silent
includes +3 proficiency bonus Energized Hunting Bow +7 DEX 1d8+4 electric
 Ammunition (range 150/600), heavy, loading, silent, two-handed
Attacks
Fighting Style
Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Second Wind
On your turn, you can use a bonus action to regain hit points equal to 1d10 + your ronin level.
Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge
On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again.

Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.

Trick Shot
Once per turn when you fire bullet from a firearm without the loading quality as part of the Attack action, you can apply one of your Trick Shot options to that bullet.
You decide to use the option when the bullet hits, unless the option doesn’t involve an attack roll.
You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.
Tricks
Piercing Bullet. You briefly set your bullet out of quantum phase with reality. When you use this option, you don’t make an attack roll for the attack. Instead, the bullet fires forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The bullet passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the bullet, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
Banishing Bullet. You use engrammatic tech to try to temporarily digitize your target, rendering them briefly nonexistent. The creature hit by the bullet must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

Hear the Singing in the Wires
If you can get within ten feet of a generator or transmission line that feeds power to a building, fortification, or complex, you can learn about one piece of major high tech equipment that is powered by that system, and its approximate location within the building, as if [Locate Object] had been cast. As long as you stay within ten feet of the powerlines running through the building, you can continue the effect.
Examples of high tech equipment that can be located using this feature: Clone vats,, Sense-tanks, Cryopods, Teleporters

Sensitive Ears
You have advantage on Perception Checks made with hearing.

Long Tail
You have advantage on Acrobatics Checks

Monkey Feet
You have a climb speed equal to your walk speed.

Features & Traits
Weapons+Armor
Throwing Knives, Hatchet, Hunting Bow, MicroMesh Armor

Other
A set of climbing hooks, rappel gear, 100ft of rope, a work polo t-shirt, Electricians tools, Backpack, bedroll, mess kit, lighter, flashlight, 10 days of mealbars, canteen, tent

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 1500, Platinum: 0 Money
Proficiencies
Armor: All armor, shields
Weapons: Civilian weapons, military weapons
Tools: Electricians Tools, Trailblazer's Kit

Languages
Common

Languages & Proficiencies
Has tech arm

Personality Traits


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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