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Brun-X5NE "Bruni"

Psycho Mantishttps://www.worldanvil.com/sheet/445736/view 4 Class & Level
Street Urchin Background
Half Breed Race
Chaotic Good (The Shadow) Alignment

Strength 18
+4
Dexterity 12
+1
constitution 12
+1
intelligence 15
+2
wisdom 8
-1
charisma 12
+1
Total Hit Dice 4
Hit Die
1d10+1
+2 proficiency bonus
+6 Strength
+3 Dexterity
+1 Constitution
+3 Intelligence
-1 Wisdom
+1 Charisma
saving throws
+1 Acrobatics
-1 Animal Handling
+2 Arcana
+4 Athletics
+1 Deception
+2 History
-1 Insight
+4 Intimidation
+4 Investigation
+1 Medicine
-1 Nature
+3 Perception
+3 Performance
+1 Persuasion
+2 Religion
+3 Sleight of Hands
+3 Stealth
-1 Survival
skills Combat 1d20+4 Culture 1d20+1 Engineering 1d20+3 Law 1d20-1 Navigation 1d20+2 Tech 1d20+4 proficiencies

 
16
Armor Class
33
Hit Points
+1
Initiative
40
Speed
AttackRollDamageSpecial
Acer +2 (1-Handed) 1d20+8 to Hit 2d8+6 Pierce (Splitter: Cold/Fire)Ammo (3 per magazine), Range 15/30ft, Misfire 2
Double Down (Acer)Bonus: Spend +1 Ammo 3d8+6 Pierce (or Cold/Fire)DC 14 (Strength), Range: 15 foot Cone
Hidden Spear +1 (1-Handed) 1d20+8 to Hit 2d6+6 Pierce + 1d8 Piercing to Starborn
Hidden Spear +1 (2-Handed) 1d20+8 to Hit 2d8+6 Pierce + 1d8 Piercing to StarbornReach 10 feet
Hidden Spear +1 (Trick) 1d20+8 to Hit 2d8+6 Slash + 1d8 Piercing to StarbornBonus: Change Trick State
Blunderbuss Blast (Hidden Spear) 1d20+7 to Hit 3d8 PierceRange: 30 foot Cone, 2 Shots/SR
Fire Overcharge (Mantis):Bonus: 3/SR, Roll 1d4 times 1d4 , 2d4 , 3d4 , or 4d4 FireOn Melee Weapon Hit, 10 foot Line
Poison Overcharge (Mantis):Bonus: 3/SR, Roll 1d4 times 1d4 , 2d4 , 3d4 , or 4d4 PoisonOn Melee Weapon Hit, 10 foot Line
Psychic Overcharge (Mantis):Bonus: 3/SR, Roll 1d4 times 1d4 , 2d4 , 3d4 , or 4d4 PsychicOn Melee Weapon Hit, 10 foot Line
Cleansing Raze (Fate-Touched)Action 3/LR, Constitution Save, Cleanse 1/LR 2d6 RadiantRange: 5 foot Radius, Half on Success (No Damage on Success of 5 or more)
Hunting Knife 1d20+6 to Hit 1d4+4 PierceAdvantage on Opportunity Attacks
Unarmed Strike 1d20+6 to Hit 1d4+4 Bludg
Attacks
Armor: Light armor, Medium armor, Shields
Weapon: 1-Handed weapons
Tool: None
Languages: Common, Elven, Dwarvish, Mechanyl
Skills: Engineering, Investigation, Perception, Performance, Sleight of Hand, Stealth, Technology
Expertise: Perception
Skill Modification: Intimidation - Strength
Proficiences
Spell Attack: 1d20+4 , Spell DC: 12
Spell Power: Apprentice
Cantrips: Pardon Death
Invocations: 2 - Chronicle of Death, Entropic Ward (1/SR)
Sourcery - 1 Slot: War - Solemn Vow II, Bring the Pain II, Battlecry II
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Primeval Sense (1/LR): 60 feet, You may use your action to sense the presence and type of Primeval creatures or sources within a 60 foot radius around you. This ability may not detail the exact amount, location, or direction, but merely detail the presence within range.

Pardon Death (Cantrip): Touch, Stabilize the target and allow them to move at half their movement speed on each of their turns but they are unable to take any actions, bonus actions or reactions until they have more than 0 hit points at the start of their turn. At 5th level, the target can move at full speed. At 11th level, this gains a 15 foot range. At 17th level, the target is able to use bonus actions during the stabilized duration.

Chronicle of Death (Invocation): Touch, Creature dead for no more than 1 minute. Ask one question, and the answer to your question will be translated back to you to the best of ability

Entropic Ward (Invocation): Reaction, When attacked, Impose disadvantage on the attack roll. If the attack against you misses, your next attack roll on your next turn has advantage. Once you use this feature, you can’t use it again until you finish a short or long rest.

Solemn Vow II (Sourcery): Bonus, Touch, 1 Minute (C), The next successful melee weapon hit deals an additional 2d6 fire damage, and the target must succeed on a Strength saving throw or be knocked prone or skyward (your choice). The target also glows brightly and can not become invisible until your concentration ends.

Bring the Pain II (Sourcery): Bonus, Touch, 1 Minute (C), You grant a weapon a +1 bonus to attack and damage rolls, and if the weapon can be thrown, it deals an additional 2d6 fire damage. Any thrown weapon under the effects of this spell dissipates at the end of your turn, and reappears in your hand (if you have a free hand available) at the start of your next turn.

Battlecry II (Sourcery): Action, Touch, 1 Minute (C), You grant the target a +10 bonus to its movement speed, Darkvision up to 60 feet, and an additional 1d6 force damage to attack rolls.
Spellcasting
Acer +2: Blue Flame Splitter,
Hidden Spear +1:
Bladed Shroud Armor (M): Coolant Drive, Base AC = 15 + Dexterity (Max 2)
Hunting Knife
Bombs (3): Gas Bomb, Decoy Bomb, Gun Repair Kit (3 Uses)
Medical Supply (2): Eridium Dose, Mindfire
Trinket: Iceflame Core
Items: Leak (Tiny Mechanyd)
Ammo: 20 Held (20 Stored) 1H, 0 Held (0 Stored) 2H, 0 Held (0 Stored) H
Currency: 18 PP, 1500 Echoes
__________________________________________

Gas Bomb: Bonus Action, When thrown, this bomb releases a 15 foot radius cloud of noxious gas. All creatures within the radius must make a DC 12 Constitution saving throw or take 3d6 poison damage and spend their next action wretching (or half damage on a success). The effects of the gas last for 1 minute. Mechanical creatures are immune to the harmful effects of the gas.

Decoy Bomb: Bonus Action, When thrown this bomb creates an illusory sound and image (no larger than a 10 foot cube) within range that can be determined as an illusion by a successful Investigation (Intelligence) check by another creature. You can use your Bonus Action on consecutive turns to alter the nature of the illusion, but it can not extend beyond the area.

Gun Repair Kit (3 Uses): You can use your Action to repair a single broken firearm (DC 10 Engineering), or Bonus Action (DC 15 Engineering) expending one use of the kit. Additionally, over a long rest, you may expend one use of this kit to repair without the need of a check.

Eridium Dose: Bonus Action, Touch, The target of the dose instantly removes any speed debuffs and gains an increased move speed by +10 feet for 1 hour.

Mindfire: Bonus Action, Touch, The target may add their proficiency bonuses onto Intelligence and Wisdom ability checks made for 1 hour.
Equipment
Excited by the feel of touching real skin
Fascinated by electronics
Collects and carves metal figurines
Carries a bag of eyes taken from enemies
Personality Traits
Continue to improve his body to be as powerful as the machines he grew up with
Ideals
The Association
The Aegis
Leak - Mechanical Pet Buddy
Bonds
Afraid of larger mechanical creatures
Constantly trying to become stronger through metal replacements
Flaws
Fated (Fate-Touched): You may reroll any one die once, but must use the new roll. You regain use of this ability after taking a long rest.

Raze (Fate-Touched): You may use your action to affect all creatures within a 5 foot radius of yourself, scorching the area. All creatures within the range must make a Constitution saving throw or take 1d6 radiant damage (chosen when you gain this feature) times half your level, rounded down to a minimum of 1. Creatures take half damage on a success, or no damage on a success of 5 or more. You may use this ability 3 times and regain all uses after taking a long rest.

Cleansing Raze (Raze): Your Raze ability can no longer damage allies. Additionally, once per long rest, you may choose one status effect that your Raze ability clears for yourself and all allies within range.

Gunblade Overcharge (Mantis): You have a set of 3 fire, poison, and psychic vials (for a total of 9), that you may refill during a long rest. One vial set may be active at one time, and may be switched to a different set with a bonus action. On a melee weapon hit, you may use your bonus action to expend one of the vials for automatic damage of the vials elemental type, rolling 1d4. The value rolled (X) determines the damage applied (Xd4). The damage may also be applied to any creatures up to 10 feet behind the target.

CQB Tactics: You gain a +1 bonus to attack and damage rolls with melee weapons, and a +10 bonus to your movement speed.

Sabotage (Sleight of Hand Specialty): Bonus, Plant something on a target, or attempt to sabotage an object or item.

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

Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

Shrapnel Bomb

Adventuring Gear

Varies Requires Attunement

When thrown, this bomb releases an explosion of galvanized metal to any creature within range.

All creatures within a 15 foot radius must make a DC 12 Dexterity saving throw or take 5d6 piercing damage.
Creatures that make the save take half damage instead.

Cost: 25 Echoes

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

DiceHunters.

Statblock Type

Character Sheet (Legacy)

Link/Embed