Aiofe Chain-Breaker | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Aiofe Chain-Breaker

Starpunk 3 Class & Level
Entertainer Background
Viper-Folk Race
CG Alignment

Strength 11
+0
Dexterity 12
+1
constitution 15
+2
intelligence 10
+0
wisdom 13
+1
charisma 15
+2
Total Hit Dice 3
Hit Die
1d8+2
+2 proficiency bonus
+0 Strength
+3 Dexterity
+2 Constitution
+0 Intelligence
+1 Wisdom
+4 Charisma
saving throws
+3 Acrobatics
+2 Animal Handling
+1 Arcana
+1 Athletics
+3 Deception
+1 History
+5 Insight
+3 Intimidation
+1 Investigation
+2 Medicine
+1 Nature
+3 Perception
+4 Performance
+6 Persuasion
+1 Religion
+2 Sleight of Hands
+3 Stealth
+3 Survival
skills Acrobatics, Stealth, Insight, Perception, Survival, Performance, Persuasion, Intimidation proficiencies

 
12
Armor Class
30
Hit Points
+2
Initiative
30
Speed
Sword Cane 1d20+3 1d8+1
Knife 1d20+3 1d4+1
Attacks
Light Armor
Medium Armor
Shields
Simple Melee Weapons
Handguns
Martial Melee Weapons
Disguise Kit
Street Poetry
Any 3 Musical Instruments
Proficiences
Bio-Leather Armor
Sword Cane
Knife
Entertainers Pack
Guitar
Another musical instrument
A favor from an admirer
Costume
Belt Pouch
Equipment

Heroes Enabled

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

The statblocks of your class features

Starpunk


Hit Points

Hit Dice: d8 per Starpunk level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Starpunk level after 1st.

Proficiences

Armor: Light armour
Weapons: Simple weapons, martial weapons, handguns
Tools: Three musical instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any three.

Overview & Creation

Starpunks are the street poets, social consciences, and rebels of the universe. With the advent of digital porta-studios and garage laser disk mastering, every rocker with a message can take it to the street; put in the record stores, bounce it off the comsats. Sometimes, this message isn't something the Corporations or Government wants to hear. Sometimes what you say is going to get right in the faces of the powerful people who really run this world. But you don't care, because as a Starpunk you know it's your place to challenge. Whether in straight-out protest songs that tell it like it is or just by playing kick-ass rock'n'roll to get the people away from TV sets and into the Streets. You have a proud history as a Starpunk - Dylan, Springsteen, Rollins, Morello, the Stones - the legions of hard rock heroes who told the truth with screaming guitars and gut-honest lyrics. As a Starpunk, you have the power to get the people up - to lead, inspire, and inform. A song from you can give the timid courage, the weak strength, and the blind vision. Starpunk legends have led armies against Corporations and Governments. Starpunk songs have exposed corruption and brought down dictators. It's a lot of power for a guy doing gigs every night in another city. But you can handle it. After all - you came to play!   Not all Starpunks are strictly musicians, some examples of ones that fall into a broader role:   Street Poet - Much like the rock singer, in that they perform in front of an audience. Their medium is pure words, propelled by driving oration and theatrical flair.   Performance Artist - The performance artist makes Their statement by staging media events, plays, skits or visual presentations in public situations.   Social Leader/Activist – As a social leader you are directly on the firing line for change. With your charisma, you can influence change in grassroots movements or national governments. Malcolm X, Martin Luther King, and César Chavez were all activists.   Politician - Contrary to what the Medias tell you, not all Politicians are corrupt, selfish wheeler-dealers. As a Cyberpunk politico, you draw your source from crusading heroes like John F. Kennedy, FDR, or Bernie Sanders.


Class Features

Psionics

You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your psionic powers are part of your vast repertoire, psychic ability that you can tune to different situations. You choose your psionics from the Starpunk psionic list.  

Cantrips

You know two cantrips of your choice from the Starpunk psionics list. You learn additional Starpunk cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Starpunk table.  

Power Slots

The Starpunk table shows how many psionic slots you have to cast your powers of 1st level and higher. To cast one of these powers, you must expend a slot of the power’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level power cure wounds and have a 1st-level and a 2nd-level psionic slot available, you can cast cure wounds using either slot.
Level Proficiency Bonus Features Cantrips Known Powers Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +2 Psionics, Inspiration (d6) 2 4 2 - - - - - - - -
2 +2 Jack of All Trades, Song of Rest (d6) 2 5 3 - - - - - - - -
3 +2 Musical Tradition, Expertise 2 6 4 2 - - - - - - -
4 +2 Ability Score Improvement 3 7 4 3 - - - - - - -
5 +3 Inspiration (d8), Font of Inspiration 3 8 4 3 2 - - - - - -
6 +3 Countercharm, Musical Tradition feature 3 9 4 3 3 - - - - - -
7 +3 - 3 10 4 3 3 1 - - - - -
8 +3 Ability Score Improvement 3 11 4 3 3 2 - - - - -
9 +4 Song of Rest (d8) 3 12 4 3 3 3 1 - - - -
10 +4 Bardic Inspiration (d10), Expertise, Psionic Secrets 4 13 4 3 3 3 1 - - - -
11 +4 - 4 14 4 3 3 3 1 1 - - -
12 +4 Ability Score Improvement 4 15 4 3 3 3 1 1 - - -
13 +5 Song of Rest (d10) 4 16 4 3 3 3 1 1 - -
14 +5 Psionic Secrets, Musical Tradition feature 4 17 4 3 3 3 1 1 1 - -
15 +5 Inspiration (d12) 4 18 4 3 3 3 1 1 1 1 -
16 +5 Ability Score Improvement 4 19 4 3 3 3 1 1 1 1 -
17 +6 Song of Rest (d12) 4 20 4 3 3 3 1 1 1 1 1
18 +6 Psionic Secrets 4 21 4 3 3 3 1 1 1 1 1
19 +6 Ability Score Improvement 4 22 4 3 3 3 2 1 1 1 1
20 +6 Superior Inspiration 4 23 4 3 3 3 2 2 1 1 1

Powers Known of 1st Level and Higher

You know four 1st-level psionic powers of your choice from the Starpunk psionics list. The Powers Known column of the Starpunk table shows when you learn more Starpunk powers of your choice. Each of these powers must be of a level for which you have power slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new power of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Starpunk powers you know and replace it with another power from the Starpunk psionics list, which also must be of a level for which you have power slots.  

Psionic Casting Ability

Charisma is your psionic casting ability for your Starpunk powers. You use your Charisma whenever a power refers to your psionic casting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Starpunk power you cast and when making an attack roll with one.   Power save DC = 8 + your proficiency bonus + your Charisma modifier   Power attack modifier = your proficiency bonus + your Charisma modifier  

Ritual Casting

You can cast any Starpunk psionic power you know as a ritual if that power has the ritual tag.  

Psionic Focus

You can use a musical instrument as a psionic focus for your Starpunk powers.  

Inspiration

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a dl2 at 15th level.        

Jack of All Trades

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.  

Song of Rest

Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.  

Musical Tradition

At 3rd level, you delve into the advanced techniques of a Starpunk and follow a musical tradition: Lore Core or Raw Wave, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level.  

Expertise

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

Font of Inspiration

Beginning when you reach 5th level, you regain all of your expended uses of Inspiration when you finish a short or long rest.  

Countercharm

At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).        

Psionic Secrets

By 10th level, you have plundered psionic knowledge from a wide spectrum of disciplines. Choose two powers from any class, including this one. A power you choose must be of a level you can cast, as shown on the Starpunk table, or a cantrip. The chosen powers count as Starpunk powers for you and are included in the number in the Powers Known column of the Starpunk table. You learn two additional spells from any class at 14th level and again at 18th level.  

Superior Inspiration

At 20th level, when you roll initiative and have no uses of Inspiration left, you regain one use.


Subclass Options

Musical Tradition – Lore Core

Lore Core Starpunks know something about most things, collecting bits of knowledge from sources as diverse as university matrices and street rumors. Whether singing folk ballads on street corners or elaborate anthems in packed stadiums, these Starpunks use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their loyalty to a favorite brand to their satisfaction in the government.  

Bonus Proficiencies

When you start playing Lore Core at 3rd level, you gain proficiency with three skills of your choice.  

Cutting Words

Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.  

Additional Psionic Secrets

At 6th level, you learn two psionic powers of your choice from any class. A power you choose must be of a level you can cast, as shown on the Starpunk table, or a cantrip. The chosen powers count as Starpunk powers for you but don’t count against the number of Starpunk powers you know.  

Peerless Skill

Starting at 14th level, when you make an ability check, you can expend one use of Inspiration. Roll an Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.    

Musical Tradition – Raw Wave

Raw Wave Starpunks are daring performers whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation to carry on their legacy. They travel the universe to witness great events first-hand and to ensure that the memory of those events doesn’t pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the late greats.  

Bonus Proficiencies

When you start playing Raw Wave at 3rd level, you gain proficiency with medium armor, shields, and longarms.  

Combat Inspiration

Also at 3rd level, you learn to inspire others in battle. A creature that has an Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.  

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Battle Psi

At 14th level, you have mastered the art of weaving psionics and weapon use into a single harmonious act. When you use your action to cast a Starpunk psionic power, you can make one weapon attack as a bonus action.

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Statblocks for race/species of the character.

Viper-Folk

Ability Score Increase +2 Dex +1 Cha
Size Medium
Speed 30ft

Features

 

Venomous Bite

Upon character creation, you must choose one of two types of Venom that your body will produce.     Poison Fangs Your retractable fangs are able to fill an enemy with venom with only the smallest bite with 1d8 poison damage. Target must make a Constitution saving throw (DC 10 + your Constitution modifier) Or take an additional 1d4 damage for 2 full rounds.     Paratoxin Fangs When even the smallest amount of your venom enters the body the target must make a Constitution saving throw (DC 10 + your Constitution Modifier), On a successful save the target takes 1d4 piercing damage. On a failed save the target takes 1d4 Piercing damage and is paralyzed for 2 full rounds.  

Anti-Venom Biology

Your body produces a natural Anti-Toxin to your type of Venom but not others Poison Fang Vipers are immune to Poison damage, and Paratoxin Vipers are immune to Non-Magical Paralysis, but not vice versa.  

Death Rattle

Your tail has a natural rattle at the end of that unnerves enemy creatures. You have advantage on Intimidation skill checks but disadvantage on Stealth skill checks  

Cold-Blooded

Your blood is as cold as ice. When in colder areas of the world if not bundled up correctly, the Viper-Folk's AC is lowered by 2. Inversely when in hotter areas They can spend two full rounds sunbathing to add a +2 to their AC.  

Innate Spellcasting

You are able to cast the Animal Friendship spell at will (snakes only).
 

Languages. Common, Crotal, Abyssal

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Created by

Houdini26.

Statblock Type

Character Sheet (Legacy)

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