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aster

6 Level (0/23000 XP for level-up) EDGE RUNNER Background Artificiate Race / Species / Heritage free lancer Alignment
techwizard
Level 6
Hit Dice: 6/6
1d6+2 Class 1

STR
12
+1
DEX
6
-2
CON
14
+2
INT
18
+4
WIS
8
-1
CHA
8
-1
36
Hit Points
-2
Initiative (DEX)
10
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
9
Passive Perception
Spellcasting ...
+7 Attack mod
INT Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Strength
-2 Dexterity
+2 Constitution
+7 Intelligence
+2 Wisdom
-1 Charisma
saving throws
-2 Acrobatics DEX
-1 Animal Handling WIS
+7 Arcana INT
+1 Athletics STR
-1 Deception CHA
+4 History INT
+2 Insight WIS
-1 Intimidation CHA
+4 Investigation INT
skills
-1 Medicine WIS
+4 Nature INT
-1 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+4 Religion INT
-2 Sleight of Hand DEX
+1 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Knife +4 STR 1d4+1 piercing
 Finesse, light, thrown (range 20/60)
Slingshot +4 STR 1d4+1 bludgeoning
 (range 30/120), silent
Sledgehammer +1 STR 1d10+1 bludgeoning
 Versatile
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Chill Touch +7 1 Action 120 ft 1 Round 2d8 V, S
Fire Bolt +7 1 Action 120 ft Instantaneous 2d10 V, S
Mind Sliver +7 1 Action 60 ft 1 round 2d6 V
 Notes:target subtracts 1d4 from the next saving throw it makes before the end of your next turn.

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Flaming Sphere +7 1 action 60 ft (5 ft ) Concentration 1 Minute 2d6 V, S, M *

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Lightning Bolt +7 1 action 100 ft Instantaneous 8d6 V, S, M
Flaming Sphere +7 1 action 60 ft (5 ft ) Concentration 1 Minute 2d6 + V, S, M *
Modular: During a short rest, you can swap out your modular chassis for other parts, allowing you to change your appearance, gain a special ability, or equip a set of natural robotic weapons.

Appearance: Change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. You maintain your changed appearance when using other Modular abilities.

Aquatic: You adapt your body to an underwater environment, swapping your feet out for flippers. You gain a swimming speed equal to your walking speed.

Natural Weapons: you attach small knives, hammers, nails or a simple robotic weapon of your choice to yourself. Your unarmed strikes deal 1d6 bludgeoning, piercing or slashing damage, as appropriate to the robotic weapon you chose. Finally, you have a +1 bonus to the attack and damage rolls you make using your robotic weapon.

Feature: Storm Chaser: You've been given a supernatural sense of danger, giving advantage on perception checks focused on determining ambushes, traps, and changes in the weather.

Features & Traits
knife, slingshot, and Sledgehammer
A tan cloak, a trailblazer's kit, a set of weaponsmith's tools, an air filtering rebreather, and a vellum map to a location out in the desert.
Cyberdeck x2-spell focus
Hacker's Pack: Suitcase, high-end tablet, one month's subscription to an online database or porn site, bottle of eyedrops, and 2 doses of relaxant drugs.
M.U.L.E. The Mass Utility Labor Engine is a multi-legged robotic lockbox capable of carrying the spoils of any freelancer's hoard while they are busy. The M.U.L.E. has a carrying capacity of 500 pounds and can follow simple directions, either verbally or by an app on the owner's personal device. It cannot fight, but will run if attacked.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 1700, Platinum: 0 Money
tools: Trail Blazer's Kit, Weaponsmith's Tools

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
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.

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

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Basic Rules , pg. 284

True Strike

0-level (Cantrip) Divination

Casting Time 1 Action
Range 30 ft
Duration 1 Round
Components S

Damage Type: Foreknowledge   Saving Throws: None   Description: You point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.

Class(es): Bard, Sorcerer, Warlock, Wizard

Basic Rules, pg. 221

Chill Touch

0-level (Cantrip) Necromancy

Casting Time 1 Action
Range 120 ft
Duration 1 Round
Components V, S

Damage Type: Necrotic   Attack/Saving Throw: Ranged   Description: You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

At higher levels:
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Class(es): Sorcerer, Warlock, Wizard

PHB

Fire Bolt

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 120 feet
Duration Instantaneous
Components V S

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
At higher levels: This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)

Class(es): Sorcerer, Wizard

Ranged Spell Attack 1d10 Fire Damage

Mind Sliver

0-level (Cantrip) Enchantment

Casting Time 1 action
Range 60ft
Duration 1 round
Components V

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must make an Intelligence saving throw. Unless the saving throw is successful, the target takes 1d6 psychic damage, and the first time it makes a saving throw before the end of your next turn, it must roll a 1d4 and subtract the number rolled from the save.
At higher levels: This spell’s damage increases by 1d6 when you reach certain levels: 5th level 2d6 , 11th level 3d6 , and 17th level 4d6 .

Class(es): Sorcerer, Warlock, Wizard

Level 1 Spells

PHB

Longstrider

1-level Transmutation

Casting Time 1 Action
Range Touch
Duration 1 Hour
Components V, S, M
Materials a pinch of dirt

You touch a creature. The target's speed increases by 10 feet until the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Class(es): Artificer, Bard, Druid, Ranger, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Alarm

1-level Abjuration (ritual)

Casting Time 1 Minute
Range 30ft
Duration 8 hours
Components V, S, M
Materials a tiny bell and a piece of fine silver wire

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.   A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.   An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Class(es): Artificer, Ranger, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Identify

1-level Divination (ritual)

Casting Time 1 minute
Range Touch
Duration Instantaneous
Components V S M
Materials A pearl worth at least 100 gp and an owl feather

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.   If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.   Can be cast as a ritual.

Class(es): Artificer, Bard, Wizard, Cleric (Forge Domain), Cleric (Knowledge Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Level 2 Spells

Magic Weapon

2-level Transmutation

Casting Time 1 Bonus Action
Range Touch
Duration up to 1 Hour
Components V, S

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Class(es): Artificer, Paladin, Wizard, Cleric (Arcana Domain), Cleric (Forge Domain), Cleric (War Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Player's Handbook

Flaming Sphere

2-level Conjuration

Casting Time 1 action
Range 60 feet
Duration Concentration, 1 minute
Components V,S,M (tallow, brimstone, and powdered iron)

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.   As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn.   When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Class(es): Druid, Wizard

Level 3 Spells

Basic Rules , pg. 255

Lightning Bolt

3-level Evocation

Casting Time 1 Action
Range Self (100 ft)
Duration Instantaneous
Components V, S, M
Materials A bit of fur and a rod of amber, crystal, or glass.

Damage Type: Lightning   Saving Throws: Dexterity   Description: A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren't being worn or carried.

At higher levels:
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Class(es): Sorcerer, Wizard

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Character Sheet (2020)

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