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Starcry

10 Level (0/85000 XP for level-up) Corporate - Biowear Background Wagonborn (Winged) Race / Species / Heritage Chaotic Neutral Alignment
Arcane Archer Fighter
Level 10
Hit Dice: 10/10
1d10+4 Class 1

STR
12
+1
DEX
20
+5
CON
18
+4
INT
20
+5
WIS
9
-1
CHA
10
+0
140
Hit Points
+5
Initiative (DEX)
16
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
9
Passive Perception
Spellcasting ...
+9 Attack mod
INT Ability
+5 Abi Mod
17 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+5 Strength
+5 Dexterity
+8 Constitution
+5 Intelligence
-1 Wisdom
+0 Charisma
saving throws
+9 Acrobatics DEX
-1 Animal Handling WIS
+9 Arcana INT
+1 Athletics STR
+0 Deception CHA
+9 History INT
-1 Insight WIS
+0 Intimidation CHA
+5 Investigation INT
skills
-1 Medicine WIS
+5 Nature INT
-1 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+5 Religion INT
+5 Sleight of Hand DEX
+5 Stealth DEX
-1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Blaster +11 DEX 1d8+5
Attacks

Spell Book

NeuroFi (Free) - This handy implant gives an array of benefits and in addtion it doesn't count towards your total amount of allowed implants due to the low harm the device produces. You gain the following benefits;
The implant allows you to wirelessly connect to local Wi-Fi networks. This can provide you with access to information, maps, and data in real-time. You gain proficiency in Investigation checks when searching for digital information.

Deeper Web Connection: Once a day, the implant grants you access to the Deeper Web, a hidden realm of the internet that is inaccessible to most individuals. You can use this connection to gather secret information, find black market goods, and potentially interact with powerful entities lurking within the Deeper Web.

Holographic Display: Through the implant, you can project a holographic heads-up display (HUD) visible only to you. This HUD can provide you with vital information such as health, status effects, and inventory. It can also display augmented reality overlays, aiding you in perception-based checks.

Language Translator: The implant includes a language translator module, allowing you to understand and speak any language you encounter. This grants you the ability to communicate with a wide range of creatures and overcome language barriers.
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Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery (PHB). You gain a +2 bonus to attack rolls you make with ranged weapons.
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Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.
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Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. 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.
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Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
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Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
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Arcane Archer Lore
At 3rd level, you learn magical theory or some of the secrets of nature – typical for practitioners of of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the Prestidigitation or Druidcraft cantrip.
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Arcane Shot
At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see "Arcane Shot Options" below).

Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits, unless the option doesn’t involve an attack roll. You have uses of this ability equal to your INT modifier, and you regain all expended uses of it when you finish a short or long rest.

You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.
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Magic Arrow
At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.
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Curving Shot
At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.
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Piercing Arrow. You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow fires forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
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Shadow Arrow. You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
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Beguiling Arrow. Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.
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Grasping Arrow. When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.
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Wagonborn

Wagonborn is both a curse and a race that is born. When a person is afflicted with Wagonism they gain the ability to turn into a wagon, and from then on their descendants will also be Wagonborns. Wagonism is afflicted when a creature mistreats or disrespects a wagon or The God of Wagons, it is a lifelong infection.

The appearance of a Wagonborn is determined by your ancestor's race or your race when cursed.

Size: Medium (Large when in wagon form)

Speed: 30ft (60ft in Wagon-form)

Age: They live to 70 years and mature at 18

Body's Conversion: You can use your bonus action to change from a humanoid to a wagon (You change to a large size)

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

SPEED: When you take the dash action while in wagon form, instead of doubling your speed it is instead set to 200ft in a straight line. (You cannot turn if you use this feature.) If you hit a wall within the 200ft dash, you take 2d10 force damage.

Ramming: When you dash and hit a creature while dashing they take 1d12 bludgeoning damage, if the dash is past 100ft then it does an additional d12 equal to prof mod. If you possess the charger feat, then you may once per turn push an enemy 50ft in a direction you choose when you ram them.

Winged
When activating the SPEED feature, your wheels transform into flight engines, granting you a flying speed instead of a walking speed. This flight capability lasts until the end of your turn. If, while using the SPEED feature, you collide with the ground or a wall while another creature occupies the same space, you have the option to become resistant to the damage and transfer half of it to the creature you collided with.
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Sharpshooter

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
Your ranged weapon attacks ignore half cover and three-quarters cover.
Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
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Skulker

Prerequisite: Dexterity 13 or higher
You are expert at slinking through shadows. You gain the following benefits:
You can try to hide when you are lightly obscured from the creature from which you are hiding.
When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.
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Corporate
+1 ASI
Starting Item;
300 data
Corporate Datalocker (keycard)

Sub Origins;
Biowear (Biology corp)
+1 CON
You can interface with corpses or creatures cybernetics, gaining the benefit of the speak with dead spell (if a corpse) or the detect thoughts spell (if alive). The range is touch and you can use this equal to your prof mod.
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Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Cantrips
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On/Off
Message
Minor Illusion
Prestidigitation
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1st Level
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Feather Fall
Identify
Remote Access
Silent Image
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2nd Level
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Arcane Hacking
Digital Phantom
Vortex Warp
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Spellcasting


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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