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10 Level (0/85000 XP for level-up) Corprate-JAWS Background Half-Elf Race / Species / Heritage Alignment
Fighter
Level 10
Hit Dice: 10/10
1d10+2 Class 1

STR
14
+2
DEX
20
+5
CON
14
+2
INT
11
+0
WIS
12
+1
CHA
13
+1
118
Hit Points
+5
Initiative (DEX)
17
Armor Class (AC)
+4
Prof. Bonus
30ft
Speed (walk/run/fly)
15
Passive Perception
10 / 10
Hologram Projector
10 / 10
Internal Battery
+8 Expertise Bonus
+4 Proficiency Bonus
+6 Strength
+5 Dexterity
+6 Constitution
+0 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+9 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
+6 Athletics STR
+1 Deception CHA
+0 History INT
+1 Insight WIS
+1 Intimidation CHA
+0 Investigation INT
skills
+1 Medicine WIS
+0 Nature INT
+5 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+0 Religion INT
+5 Sleight of Hand DEX
+9 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Combat Shotgun +12 DEX 5d4+5 Piercing
 Ranged, Ammunition (60/180 ft.), reload (8 shots), Scatter, two‑handed
Magnum +12 DEX 2d8+5 Piercing
 Ranged, Ammunition (70/280 ft.), reload (8 shots), Silencer
Attacks
Gunner
You have a quick hand and keen eye when employing firearms, granting you the following benefits:
Increase your Dexterity score by 1, to a maximum of 20.
You gain proficiency with firearms (see “Firearms” in the Dungeon Master’s Guide).
You ignore the loading property of firearms.
Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.

Sentinel
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

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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
You gain a +2 bonus to attack rolls you make with ranged weapons.

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.

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.

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.

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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Manifest Echo
3rd-level Echo Knight feature

You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you’re incapacitated.

Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.

You can use the echo in the following ways:

As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo’s space. You make this choice for each attack.
When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo’s space.

Unleash Incarnation
3rd-level Echo Knight feature

You can heighten your echo’s fury. Whenever you take the Attack action, you can make one additional melee attack from the echo’s position.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Echo Avatar
7th-level Echo Knight feature

You can temporarily transfer your consciousness to your echo. As an action, you can see through your echo’s eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.

Shadow Martyr
10th-level Echo Knight feature

You can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.

Once you use this feature, you can’t use it again until you finish a short or long rest.

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Corporate
+1 ASI
Starting Item;
300 data
Corporate Datalocker (keycard)

Jaws (Military Corp)
+1 STR
You gain prof in all armour and weapons, if you already have prof then you gain a +1 to AC and attack rolls.
Once per long rest, you can take over a creatures cybernetics causing them to take orders. They usergo the effects of the command spell but the self harm effect is negated.

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Darkvision
Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Skill Versatility
You gain proficiency in two skills of your choice.

Languages
You can speak, read, and write Common, Elvish, and one extra language of your choice.

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Hologram Projector (Tier 2)
This cyberware involves getting numerous hologram projectors and directional speakers installed into your body. When you activate them, you can project images around yourself or the nearby environment.
The projector creates holograms that mimic spells of the illusion school. While the effects are similar to magic, and may require your concentration, they are not magic, and are unaffected by spells such as counterspell or dispel magic. If you lose sight of a hologram you have created, the hologram ends.
For the purpose of these holograms, your spell save DC is 15.
This cyberware has 10 charges. You can use an action to expend some of its charges to mimic one of the following spells: blur (2 charges), disguise self (1 charge), major image (3 charges, sounds and images only), mirror image (2 charges), silent image (1 charge).
If you have an arm, leg, eye, or ear removed, you can use it to mimic the programmed illusion spell by setting it down within 120 feet of the target. So long as the limb isn't moved out of range or sight of the target, the hologram will act according to the spell, except that it has a duration of 48 hours.
The hologram projector regains 1d8 + 2 charges when you finish a long rest. If you expend the last charge, roll a d20. On a 1, your holograms malfunction, and your appearance changes to a form of the DM's choosing until you finish a long rest.

Internal Battery (Tier 2)
You install a battery into your body that can be used to power your legs or shock your foes. At tier 3, it automatically detects erratic heartbeats and delivers a defibrillating shock.
This cyberware has 10 charges. You can spend 2 charges to Dash as a bonus action. When you hit a target with a melee attack, you can spend up to 3 charges and deal 1d6 lightning damage per charge. If you take a minimum of 4 lightning damage in a turn, you can regain a charge. Alternatively, if you use an action to touch a power source, such as a wall outlet or a battery, you can take 1d6 lightning damage to gain 1 charge. You regain 1d8+2 charges over the course of a long rest.

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Features & Traits

  • Shock Armor(16AC)

  • Combat Shotgun

  • Magnum

  • Hologram Projector

  • Internal Battery


Smartphone
Everyone has one of these in their pockets. They are the key that unlocks the modern world. Relatively cheap, yet undeniably useful and powerful, even the basic models come with numerous capabilities.
Typical features of a smartphone include:

Internet browsing
Phone calls and texting
Video and audio recording
Data storage
Create small AR objects and creatures within 10 feet of the smartphone
GPS guidance
Water resistant case
Financial transactions
Mobile gaming
An endless variety of apps and programs for download

Quick-Deploy Parachute
After falling at least 200 feet, you can use your reaction to deploy this parachute. Your rate of descent slows to 60 feet per round until you land. While the parachute is deployed, your movement speed is halved as it drags behind you. The parachute requires 10 minutes to fold back into its pouch, or you can unhitch it from yourself as an action or a bonus action.
Grapple Gun
As an action, you can launch a grappling hook and cable up to one hundred feet. It can be used to reel or give slack, allowing the user to climb up or down the length of the cable at the user's full movement speed. Requires a free hand to use. The cable can support up to 5,000 lbs of weight.

Gas Mask
As an action you can don or doff this gas mask. While wearing the mask, you are immune to inhaled toxins, diseases, and poisons. You have disadvantage on Wisdom (Perception) checks while wearing the mask.

Flare Launcher
As an action, this compact, orange tube can deploy a flare up to 1,000 feet away. There it explodes into a shower of burning sparks, emitting bright light in a radius of 100 feet and dim light for an additional 100 feet for 1 minute. If fired directly up into the sky, it can be seen from up to 25 miles away in good visibility conditions.

Credit Stick
This small plastic device acts as a wallet for your credits, storing an essentially unlimited amount, and can be plugged into machine ports and connected to other credit sticks. Credit sticks come branded from a variety of banks, and they allow for untraceable transactions between individuals. A small screen indicates how many credits are stored on a credit stick, and it may be secured with a thumbprint scanner or a passcode.

Communication Earpiece
Allows you to securely and wirelessly communicate with other earpieces and walkie talkies on a set radio frequency up to 30 miles away.

Bug Scanner
This device scans for and locates Tiny machines emitting wireless signals or recording and relaying audio or video. You can use this device to gain advantage on Intelligence (Investigation) checks to find these machines.

AR Gear
Specialized eyewear, such as sunglasses, goggles, or contact lenses, which allow you to see augmented reality objects and creatures.

Flashbang (Tier 1) 2

This black canister has yellow marks tracing holes that will light up with a blinding flash and a deafening boom.
As an action, you can throw the flashbang to a point within 60 feet of you, where it explodes in a 10-foot-radius sphere. Each creature in the area must succeed on a DC 13 Constitution saving throw or be blinded and deafened until the end of your next turn. If the creature is concentrating on a spell, they must also make a DC 13 Constitution saving throw to maintain concentration.

EMP Grenade (Tier 1)
This EMP grenade is a black metal globe crisscrossed by gently glowing blue lines.
Machines in the area cease to function for 1 minute. Constructs in the area with the Electronics feature must succeed on a DC 14 Constitution saving throw or they are stunned until the end of their next turn. Vehicles in the area must succeed on a DC 14 Constitution saving throw or their movement speed is reduced to 0 and they can't take actions or reactions until the end of your next turn.

Additionally, wireless and radio connections in a 100-foot-radius centered on the point are suppressed for 1 minute.

Silencer
As an action you can attach the silencer to any firearm that does not have the scatter, blast, or massive properties. You can also remove the silencer as an action. This significantly muffles the sound of gunshots, so that the shot can only be heard from half the weapon's normal range. While the silencer is attached, a ranged weapon attack with the weapon automatically misses a target beyond the weapon's normal range.
Firearm Acessory. No firearm would be complete without proper accessorization. What better way to make an assault rifle your own than to add a razor sharp bayonet, an under-barrel flamethrower, a guncam to record your kills, and gold plating to top it off. Now you're killing with class!

You can use a firearm with a number of accessories installed up to your proficiency bonus. If you attack with a firearm that has a number of accessories that exceeds your proficiency bonus, the attack is made with disadvantage.

Firearm accessories can be purchased and installed from most gun stores and weapon merchants. You may be able to construct and install your own accessories with tinker's tools. Firearm addons must be purchased for a specific type of firearm. For example, you cannot purchase a pistol silencer and then attach it to an assault rifle.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 50, Platinum: 0 Money
Common, Elvish, Technospeak

Languages & Proficiencies


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