Omeka Mal | Star Wars 5e Character Sheet | Star Wars 5e | Statblocks & Sheets | World Anvil

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Omeka Mal

Sentinal 2 Class & Level
Mercenary Background
Race
Balanced Neutral Alignment

Strength 13
+1
Dexterity 17
+3
constitution 15
+2
intelligence 15
+2
wisdom 18
+4
charisma 15
+2
Total Hit Dice 2
Hit Die
1d8+2
+2 proficiency bonus
+1 Strength
+5 Dexterity
+2 Constitution
+2 Intelligence
+4 Wisdom
+4 Charisma
saving throws
+3 Acrobatics
+4 Animal Handling
+2 Lore
+1 Athletics
+2 Deception
+6 Insight
+2 Intimidation
+4 Investigation
+4 Medicine
+2 Nature
+6 Perception
+2 Performance
+2 Persuasion
+6 Piloting
+3 Sleight of Hand
+5 Stealth
+6 Survival
+2 Technology
skills

 
15
Armor Class
19
Hit Points
+3
Initiative
30
Speed
WeaponAttackDamage
Lightfoil 1d20+5 1d8+3 Finesse, Hidden, luminous
Unarmed 1d20+3 2 Kinetic
Attacks
At - Will
Give Life
Saber Reflect
Force Technique
Rebuke

Level 1:
Force Reflect
Force Focus
Heal
Sense Force
Sap Vitality
Spellcasting
10
Total Power Points
Backpack
Pouch
Bedroll
Blanket
Mess Kit
GlowRod x2
Commlink
Datapad
Field Rations(one Day) x10
Canteen
Fibercord Cable(50 ft)
Slicers Kit
Chance Cubes
Clothes, Travelers
The Conglomerate Insignia
Combat Suit
Light Shield Generator
Lightfoil
Equipment
Freedom!
Ideals
I have a large debt to my Family.
Bonds
Dark Vision 60ft
Montral Reception
Wild Hunters

Ideal of The Fighter
You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6. You can’t take a fighting style option more than once, even if you later get to choose again.
Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you know the fighting mastery that corresponds with the fighting style you chose with this feature. If you already know that fighting mastery, you instead learn another of your choice for the duration.

Ideal of the Tranquil
When you finish a short or long rest, you gain a number of temporary force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one). When you would spend a force point while you have temporary force points, the temporary force points are spent first. All temporary force points are lost at the end of your next short or long rest.
Additionally, as an action, you can manifest this ideal in a brief surge of energy. You regain a number of force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one).

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 creature with a melee weapon attack, you can spend 1 force point to use a Force-Empowered Self effect. Each effect uses a d4, which changes as you gain sentinel levels, as shown in the Kinetic Combat column of the sentinel table. You have three such effects: Deflection, Double Strike, and Slow Time. You can only use each effect once per turn, and you can only use one effect per hit.
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.

FormFighting Style
Prerequisite: The ability to cast force powers
You are skilled at the basics of the known forms of lightsaber combat. You gain the following benefits:
You learn three lightsaber forms, detailed later in this chapter.
Once on each of your turns, you can draw or stow a lightweapon without using your object interaction.

Makashi Form
Until the start of your next turn, when a creature makes a melee weapon attack against you and misses, you can use your reaction to make one melee weapon attack against that creature.

Juya/Vapaad Form
Until the start of your next turn, your critical hit range with weapons increases by 1.

Jar'Kai Form
As a part of the bonus action to adopt this form, if you took the Attack action, you can engage in Double- or Two-Weapon Fighting.
Each time you hit with an attack on this turn, you can move up to 5 feet without provoking opportunity attacks from the creature you hit.
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

Piecrust.

System

Star Wars 5e

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