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Synthweaver 3 Class & Level
Medic Background
Droid Race
N Alignment

Strength 12
+1
Dexterity 18
+4
constitution 14
+2
intelligence 10
+0
wisdom 16
+3
charisma 14
+2
Total Hit Dice 8
Hit Die
1d6+2
+2 proficiency bonus
+1 Strength
+6 Dexterity
+3 Constitution
+0 Intelligence
+3 Wisdom
+4 Charisma
saving throws
+4 Acrobatics
+3 Animal Handling
+0 Arcana
+1 Athletics
+2 Deception
+0 History
+5 Insight
+2 Intimidation
+0 Investigation
+5 Medicine
+0 Nature
+5 Perception
+2 Performance
+2 Persuasion
+0 Religion
+6 Sleight of Hands
+4 Stealth
+3 Survival
skills BeatBoxing (CHA) 4 proficiencies

 
15
Armor Class
18
Hit Points
+4
Initiative
30ft
Speed
Attacks
Medicine(Envoy)
Insight
Perception
Sleight of Hand
Beat boxing expertise(Envoy)
Boombox
Walkman

Proficiences
Sp mod 6
Spell DC 14
Spellcasting
Authorization: support mental and physical health of sentient lifeforms.
Ideals
Error: Invasive programming: Administrator Uterpi recognized
Error: Invasive Programming: initiating: "Just Wanna Vibe: Protocol"
Bonds
The "save a life" protocol requires I deal no harm to the denizens of the retroverse
Flaws
Specialized Design. You gain one skill proficiency of your choice,one tool proficiency
of your choice, and fluency in one language of your choice.
Integrated Tool.
Choose one tool you’re proficient with. This tool is integrated into your
body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.
Features & Traits

Heroes Enabled

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

The statblocks of your class features

Synthweaver


Hit Points

Hit Dice: d6 per Synthweaver level
Hit Points at first Level: 6
Hit Points at Higher Levels:

Proficiences

Armor: Light armor
Weapons: Simale weapons, roller blades
Tools:
Saving Throws: Dexterity, Charisma
Skills: Choose 3: acrobatics, deception, insight, intimidation, medicine,perception, performance, sleight-of-hand, survival

Class Features

Starting at 1st level You can use a bonus action on your turn to chose one creature other than yourself within 60ft of you. That creature gains a 1d Hype die. Once within the next ten minutes they can add that to an ability check, attack roll, or save before they roll. You can use this a number equal to your charisma modifier and regain it after a long rest. The die becomes d8 at 5th level, d10 at 10th level d12 at 15 lvl   At 2nd level As an action you can use music up uposted to 60ft to give temporary hit points equal to their hit die plus a d6 for rounds equal to your level divided by 2 plus your CHA mod you can use it again after a long or short rest. The die becomes d8 at 9th level, d10 at 13th level, d12 at 17 lvl, d20 at 20th lvl


Spellcasting

Dexterity is your spell casting ability


10Hype
20Adrenaline

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB, page 230 SRD

Dancing Lights

0-level (Cantrip) Evocation

Casting Time 1 action
Range 120 feet
Duration Concentration, 1 minute
Components V, S, M
Materials A bit of phosphorous or wychwood, or a glowworm

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

  As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

Class(es): Bard, Sorcerer, Wizard

SRD

Message

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 120ft
Duration 1 round
Components V, S, M
Materials A short piece of copper wire

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.  
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

Class(es): Bard, Sorcerer, Wizard

Level 1 Spells

SRD

Cure Wounds

1-level Evocation

Casting Time 1 action
Range touch
Duration Instantaneous
Components V, S

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. 2nd level 2d8 , 3rd level 3d8 , 4th level 4d8 , 5th level 5d8 , 6th level 6d8 , 7th level 7d8 , 8th level 8d8 , 9th level 9d8 .

Class(es): Bard, Cleric, Druid, Paladin, Ranger

PHB, page 250 SRD

Heroism

1-level Enchantment

Casting Time 1 action
Range Touch
Duration Concentration, 1 minute
Components V, S

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Class(es): Bard, Paladin

PHB, page 250 SRD

Healing Word

1-level Evocation

Casting Time 1 bonus action
Range 60ft
Duration Instantaneous
Components V

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Class(es): Bard, Cleric, Druid

SRD SRD

Bane

1-level Enchantment

Casting Time 1 action
Range 30ft
Duration Concentration, Up to 1 minute
Components V, S, M
Materials A drop of blood

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an Attack roll or a saving throw before the spell ends, the target must roll a 1d4 and subtract the number rolled from the Attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Class(es): Bard, Cleric

SRD

Comprehend Languages

1-level Divination

Casting Time 1 action
Range Self
Duration 1 hour
Components V, S, M
Materials A pinch of soot and salt

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

Class(es): Bard, Sorcerer, Warlock, Wizard

Level 2 Spells

PHB

Lesser Restoration

2-level Abjuration

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V S

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Class(es): Bard, Cleric, Druid, Paladin Ranger

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


Created by

Nochoc0.

Statblock Type

Character Sheet (Legacy)

Link/Embed