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Julian Jax
Freak Accident +2
Neutral
12 +0 30
8
1d6
17
FREAK ACCIDENT
In a world of science, natural events, cosmic energies, and chemicals, sometimes accidents just happen. Often the victim just happens to be in the wrong place at the wrong time. The character is then exposed to a random sequence of events such as being struck by
lightning, splashed with chemicals or hit with cosmic radiation.
REPORTER
You have spent your life in the service of others. You do this by spending time digging up stories for the local news station. Your day-to-day actions come in the form of interviews with eyewitnesses, thugs, wealthy and everyone in between. Your investigative journalism gets
you leads to helping break some of the best news stories.
Skill Proficiencies: Investigation, Persuasion
Languages: Three of your choice
Equipment: Trench coat, video recorder, a book of contacts, and a letter from a contact whom you owe a favor.
EXPERTISE
Choose a skill or tool of your choice you are proficient in. Your proficiency bonus is doubled for
any ability check you make that uses the chosen proficiency. *Persuasion + Investigation*
1
Charisma 13 +5
At-Will: HEAT RAY At-Will: OVERHEAT
Activation Time: 1 action Activation Time: 1 action
Range: 100 feet Range: Self
Duration: Concentration, up to 1 minute.
Duration: Instantaneous You emanate a fiery aura from your body. The aura extends 5 feet from
You release a thin beam of heated light from a device or you in every direction, but not through total cover.
your body such as your hands, or eyes. Make a ranged When overheat is activated, all other creatures in your aura, a creature
that starts or ends its turn in your aura takes fire damage each equal to
power attack against the target. On a hit, the target takes your proficiency bonus.
1d10 fire damage. A flammable object hit by this ignites if
it isn’t being worn or carried. The fire ignites any flammable objects in the area that aren’t being worn
or carried.
At Higher Levels. At Higher Levels.
5th level. The damage increases to 2d10. When a hostile 5th level. When an enemy hits you or touches you while within your aura
creature’s movement provokes an opportunity attack from you can use your reaction to flare your heat. If you do, the target must
succeed on a Dexterity saving throw or take an extra 1d4 fire damage.
you, you can use your reaction to activate this power at
the creature, rather than making an opportunity attack. 11th level. You can choose to extend your aura up to 10 feet.
11th level. The damage increases to 3d10 and the range 17th level. You’ve mastered your aura. A creature that starts and ends its
turn in your aura must succeed a Constitution saving throw or become
increases to 120 feet. burning. The creature can repeat this saving throw at the end of each of
their turns. When you activate your aura, you can choose a number of
17th level. The damage increases to 4d10. This power creatures that you can see within your aura, they become immune to the
effects of this activation of your aura.
can score a critical hit on a 19 or 20.