Ellys Tam | Star Wars 5e Character Sheet | Star Wars 5e | Statblocks & Sheets | World Anvil

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Ellys Tam

Sentinel 3 Class & Level
Spacer Background
Race
Chaotic Light Alignment

Strength 18
+4
Dexterity 16
+3
constitution 14
+2
intelligence 14
+2
wisdom 17
+3
charisma 14
+2
Total Hit Dice 3
Hit Die
1d8+2
+2 proficiency bonus
+4 Strength
+5 Dexterity
+2 Constitution
+2 Intelligence
+3 Wisdom
+2 Charisma
saving throws
+3 Acrobatics
+3 Animal Handling
+4 Lore
+6 Athletics
+4 Deception
+5 Insight
+2 Intimidation
+4 Investigation
+3 Medicine
+2 Nature
+3 Perception
+2 Performance
+2 Persuasion
+2 Piloting
+3 Sleight of Hand
+5 Stealth
+3 Survival
+6 Technology
skills

 
15
Armor Class
24
Hit Points
+3
Initiative
30ft
Speed
WeaponAttackDamageProperties
Lightsaber+61d6+4 EnergyHidden, luminous, versatile (1d8)
Martial Lightsaber+61d8+4 EnergyHidden, luminous, versatile (1d10)
Unarmed Strike+65 Kinetic
Attacks
At Will:
Force Push/Pull
Force Technique
On/Off (Tech)
Saber Reflect

Level 1:
Alarm (Tech)
Sense Force
Sense Emotions
Project
Phasestrike

Level 2:
Stun Droid
Force Camouflage
Spellcasting
12
Total Power Points
Explorer's Pack: Includes a backpack, a bedroll, a blanket, a mess kit, two glowrods, a commlink, 10 days of field rations, a canteen, and 50 feet of fibercord cable strapped to the side of it.

Lightsaber (Ellys/Mille's), Martial Lightsaber (Master Jalohr Rhis')

Mechanic's Kit
Security Kit
Disguise Kit
Common Clothes
Mesh Armor

Equipment
I'm haunted by memories of war. I can't get the images of violence out of my mind.
I've lost too many friends, and I'm slow to make new ones.
I judge people by their actions, not their words.
If someone is in trouble, I'm always ready to lend help.
Personality Traits
Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
Destiny. Nothing and no one can steer me away from my higher calling. (Any)
Ideals
I'll never forget the crushing defeat my party suffered or the enemies who dealt it.
Someone saved my life when they could have left me. To this day, I will never leave a friend behind.
My tools are symbols of my past life, and I carry them so that I will never forget my roots.
I protect those who cannot protect themselves.
Bonds
The empire will stop at nothing to see me killed.
"Trust nobody, not even yourself. Only the Force can be trusted." I am plagued by paranoia.
Flaws
SENTINEL:

KINETIC COMBAT
At 1st level, you are an unrelenting flurry of strikes. When you take the Attack action on your turn, you can make one unarmed strike or melee weapon attack as a bonus action. This attack uses your Kinetic Combat die instead of the weapon’s damage die. This die changes as you gain sentinel levels, as shown in the Kinetic Combat column of the sentinel class table.

Additionally, when you make this bonus action attack, your movement speed increases by 10 feet until the end of your turn.

FORCE-EMPOWERED SELF
Starting at 2nd level, your training allows you to harness the mystical energy of the Force throughout your body. When you hit a target with your Kinetic Combat attack, you can spend 1 force point to use a Force-Empowered Self effect. You start with three such effects: Deflection, Double Strike, and Slow Time. You can only use one effect per turn.

Deflection:
You can roll a Kinetic Combat die and add it to your AC against one attack before the start of your next turn.

Double Strike:
You can roll a Kinetic Combat die and deal additional damage equal to the amount rolled.

Slow Time:
You can roll a Kinetic Combat die to increase your speed by 5 x the amount rolled until the end of your turn.

SENTINEL IDEAL
Ideal of the Titan:
You gain proficiency in medium armor.

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you have advantage on ability checks and attack rolls that would forcefully move another creature, and the distance they would be moved increases by 5 feet.

SENTINEL'S CALLING: PATH OF SYNTHESIS

TECHCASTING SECRETS
Starting when you choose this calling at 3rd level, you have learned to intersperse your training with an aptitude for technology. Choose two tech powers of 1st-level or lower. The chosen powers count as universal force powers for you, but are not included in the number in the Powers Known column of the sentinel class table. You still require the aid of a wristpad for these powers.

At 7th-level, you learn two tech powers of 2nd-level or lower. At 13th level, you learn two tech powers of 3rd-level or lower. At 17th level, you learn two tech powers of 4th-level or lower. Whenever you gain a level in this class, you can choose one of the tech powers you know and replace it with another tech power.

SYNTHETIC UNDERSTANDING
Also at 3rd level, you’ve applied your newfound knowledge to broader pursuits. You gain proficiency in Technology or one tool of your choice.

Additionally, when you make an Intelligence (Technology) check, or a check with a tool, you may use your Wisdom or Charisma modifier (your choice) instead of your Intelligence modifier.

Finally, when you deal damage with a tech power or Kinetic Combat attack, you can choose to substitute the damage dealt as ion.

EMPATHIC FEAT:
You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. On a success, you have advantage on attack rolls and ability checks against the target until the end of your next turn.
Features & Traits

 

Species for the character

Starship deployment associated with this character

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for companions, followers and other allies.

Statblocks for your spells.


Created by

the2IdCyclops.

System

Star Wars 5e

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