5th Edition Character Sheet
Skills
[+] | Name | Bonus | Damage / Type | Range |
---|---|---|---|---|
Longsword | +5 | 1d10+3 slashing | 5ft |
Racial
Darkvision 60ft
Gnome Cunning: Advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Artificer's Lore: 2x proficiency to Intelligence (History) checks related to magic items, alchemy objects, or technological devices.
Tinker: Proficiency with artisan's tools (tinker's tools). Spend 1 hour and 10 gp to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function if you dismantle it or after 24 hours unless you spend an hour repairing it. You can reclaim the materials used to create it. You can have up to three such devices active at a time. Can be a Clockwork Toy (moves randomly with sounds), Fire Starter (light flames), or Music Box (play music).
Class
Fighting Style (Protection): Reaction to grant disadvantage on attacks within 5ft against allies.
Second Wind: Bonus to regain d10+lvl 1/rest
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. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Psychic Warrior subclass
Telekinetic HandAt 3rd level, you learn the Mage Hand cantrip. You can cast it without components, and you can make the spectral hand invisible. Intelligence is your spellcasting ability for this spell.
Psionic ArmamentStarting at 3rd level, you can channel your psychic power to magically augment your prowess. When you finish a long rest, choose whether to augment your defenses or your strikes. The chosen benefit lasts until you finish a long rest.
Augmented Defenses. When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to roll a d10 and reduce the amount of damage taken by the number rolled. When you reach 10th level in this class, the die changes to a d12.
Augmented Strikes. Once during each of your turns when you hit a creature with a weapon attack, you can also deal 1d4 psychic damage to that target. When you reach 10th level in this class, the psychic damage increases to 1d6.
[b]Darkvision[/b] 60ft
[b]Gnome Cunning:[/b] Advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
[b]Artificer's Lore:[/b] 2x proficiency to Intelligence (History) checks related to magic items, alchemy objects, or technological devices.
[b]Tinker:[/b] Proficiency with artisan's tools (tinker's tools). Spend 1 hour and 10 gp to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function if you dismantle it or after 24 hours unless you spend an hour repairing it. You can reclaim the materials used to create it. You can have up to three such devices active at a time. Can be a Clockwork Toy (moves randomly with sounds), Fire Starter (light flames), or Music Box (play music).
[b]Class[/b]
[b]Fighting Style (Protection):[/b] Reaction to grant disadvantage on attacks within 5ft against allies.
[b]Second Wind:[/b] Bonus to regain d10+lvl 1/rest
[b]Action Surge:[/b] 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. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
[b] Psychic Warrior subclass [/b]
Telekinetic Hand
At 3rd level, you learn the Mage Hand cantrip. You can cast it without components, and you can make the spectral hand invisible. Intelligence is your spellcasting ability for this spell.
Psionic Armament
Starting at 3rd level, you can channel your psychic power to magically augment your prowess. When you finish a long rest, choose whether to augment your defenses or your strikes. The chosen benefit lasts until you finish a long rest.
Augmented Defenses. When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to roll a d10 and reduce the amount of damage taken by the number rolled. When you reach 10th level in this class, the die changes to a d12.
Augmented Strikes. Once during each of your turns when you hit a creature with a weapon attack, you can also deal 1d4 psychic damage to that target. When you reach 10th level in this class, the psychic damage increases to 1d6.
Longsword
2 Handaxes
Explorer's Pack
Potion of greater healing
Languages: Common, Gnomish
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Their contribution stands as a beacon of hope for all adventurers!