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Wizard 14 Freelancer Michael Downey

Alea Tsunachi CLASS & LEVEL BACKGROUND PLAYER NAME

Human Chaotic Neutral N/A


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I can easily keep calm under pressure, and I get
45 ft. things done on time, and most often a week or
+1 ARMOR so before they are due. When I'm not working,
+2 PROFICIENCY BONUS CLASS INITIATIVE SPEED you'll probably find me either gaming or reading.
13 PERSONALITY TRAITS

Hit Point Maximum 44


+4 Strength
It's hella fun to fuck with people
44
DEXTERITY +8 Dexterity

+5 +7 Constitution who take things too seriously.


CURRENT HIT POINTS IDEALS
● +9 Intelligence

20 ● +6 Wisdom
After finding a lost AI on the internet and

CONSTITUTION
+5 Charisma

SAVING THROWS
10 befriending it, it follows me around like a puppy.

TEMPORARY HIT POINTS BONDS


+4
Acrobatics (Dex) Total SUCCESSES If you mess with me, you'll get hit by a virus a
19 week or so later. I have far too much fun seeing
Animal Handling (Wis)
4d8 FAILURES
the results.
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE Athletics (Str)

+6 Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
FEATURE: CRIMINAL ELEMENT You're familiar with various black
History (Int)
markets, able to find potential fixers who can hook you up with jobs.
22 Insight (Wis) However, it isn't guaranteed that the jobs are good and the clients are
trustworthy. You are also familiar with other freelancers, able to
Intimidation (Cha) identify the names and specialties of any given freelancer with at
least a little bit of history in the scene. DATAMIND At 2nd level, your
WISDOM ● Investigation (Int)
mind can interface with machines. You gain proficiency with hacking
tools and immediately gain the benefits of having the hacking tools
+3
Medicine (Wis)
augment installed without requiring surgery or counting against your
Nature (Int) total number of augments installed. You can open a magical port on
your body to accept connections from universal cables. ARCANE
Perception (Wis)
17 STORAGE Starting at 2nd level, your spellbook can be a data drive, a
Performance (Cha) smartphone, or another similar machine with data storage. The cost
of material components required for copying a spell into your
Persuasion (Cha) spellbook represents magical software and licensing fees.
CHARISMA
TECHNOMANCY Also at 2nd level, you learn programs that can
Religion (Int) command machines and affect the world around you. Programs. You
+2 Sleight of Hand (Dex) learn three programs of your choice, which are detailed under “
Programs” below. You learn one additional program of your choice
● Stealth (Dex) at 6th, 10th, and 14th level. Program Usage. You can use programs a
15 number of times equal to your Intelligence modifier (minimum of
Survival (Wis) once). You regain all expended uses when you finish a long rest.
Recovering Programs. When you use your Arcane Recovery feature,
SKILLS ATTACKS & SPELLCASTING you can choose to regain an expended use of your programs. Your
programs count as 1st-level spell slots for the purposes of Arcane
Recovery. Visibility. Your programs make visible effects around you
14 PASSIVE WISDOM (PERCEPTION)
Smartphone, Universal and your targets, but they are only visible to creatures with AR vision.
CP 1 Kredit Saving Throws. Some of your programs require your target to make a

Cable, Data Drives (3), saving throw to resist the program’s effects. The saving throw is
your spell save DC. GHOST IN THE SHELL At 6th level, you learn the

Languages: Common, SP 10 Kredits Credit Stick (12000) find familiar spell if you don’t already know it. When you cast find
familiar, you can choose to have it appear as a Tiny machine and

Undercommon
replace its statistics with those of a tiny object animated by the
animate objects spell. ACTIVE COUNTERMEASURES At 10th level,
EP 50 Kredits
Tools: Vehicles (all), hacking
you can cast the contingency spell with a casting time of 1 action
and without expending a spell slot or material components. The

tools
contingent spell still requires you to expend its spell slot. When you
GP 100 Kredits cast contingency in this manner, it has a duration of 24 hours, and

Armor: none
you can use up to two contingency spells at a time. Once you use this
feature, you must finish a long rest before you can use it again. At
PP 500 Kredits 14th level, you can use up to three contingency spells at a time and
you can use this feature twice between long rests.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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17 6' 2" 125 lbs.
Taëchron Levidrome
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Programs: BLACKOUT. As a bonus action, you choose a point you


EX MACHINA Starting at 14th level, your power can mimic the effects of
can see within 120 feet of you. All electrical light sources within 60
feet of that point cease to function for 1 minute. CRASH. As an
powerful cybernetics in your body. Choose one cyberware of tier 3 or
action, you cause a creature you are aware of in the same network as
you to make an Intelligence saving throw. On a failed save, they are
lower. You gain the effects of that cyberware as if it were installed, but it
ejected from the network and cannot re-enter the network for 24
hours. Alternatively, as an action, you can target an AI-controlled
does not count against your total number of attunements. When you finish
drone or vehicle you can see within 60 feet of you, forcing the AI to
make an Intelligence saving throw. On a failed save, the AI loses
a long rest, you can change your chosen cyberware to a different one of
loses control over the drone or vehicle for 24 hours. PULSE. As an
action, you cause an EMP at a point you can see within 60 feet of
tier 3 or lower. Additionally, you can spend 10 minutes refocusing your
you. Machines, constructs, and vehicles within 30 feet of that point
are subjected to EMP. Machines in the area cease to function for 1
power to change your chosen cyberware to a different one of tier 2 or
minute. Constructs in the area with the Electronics feature must
succeed on a Constitution saving throw or they are stunned until the
lower. Once this feature is used, you must finish a long rest before you can
end of your next turn. Vehicles in the area must succeed on a
Constitution saving throw or their movement speed is reduced to 0
use it again. CYBERNETIC ADDICT (3) You gain the following benefits: You
and they can’t take actions or reactions until the end of your next
turn. Additionally, wireless and radio connections within a 100-
can attune to one additional cyberware, provided that it is tier 2 or lower.
foot-radius radius of the point are suppressed for 1 minute. SIGNAL
BOOST. As a bonus action, you target one machine you can see
You can have one additional augment installed.
within 60 feet of you which doesn’t have active wireless
capabilities. The device gains wireless capabilities with a radius of
100 feet for 1 minute. Alternatively, if EMP has affected a construct
or vehicle, or has suppressed wireless capabilities for a machine, you
ADDITIONAL FEATURES & TRAITS
can negate the effect for that system. JAM. As a bonus action, you
cause a firearm within 60 feet of you that you can see to
malfunction. The next attack made with that firearm within 1 minute
is made with disadvantage. If a creature is holding the firearm, it
makes an Intelligence saving throw. On a successful save, the
firearm is unaffected. BYPASS. When a trap that you are aware of
based on technology or magic is triggered within 60 feet of you, you
can use your reaction to disable the trap until the end of your next
turn. A trap, for the purpose of this ability, includes anything that
would inflict a sudden or unexpected effect you consider harmful or
undesirable. Thus, this ability would disable a security camera, a
laser tripwire, or a glyph of warding, but not a camouflaged pitfall or
a hunting trap.

CHARACTER BACKSTORY TREASURE

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SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Chill Touch

Quick Shade

Minor Illusion

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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