Rough Royal

6 Level (0/23000 XP for level-up) Smuggler Background Nayaling Race / Species / Heritage Freelance Alignment
Source Coder
Level 6
Hit Dice: 6/6
1d6+3 Class 1

STR
14
+2
DEX
18
+4
CON
16
+3
INT
15
+2
WIS
13
+1
CHA
20
+5
44
Hit Points
+4
Initiative (DEX)
10
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
6 / 6
Source Points
Spellcasting ...
+8 Attack mod
CHA Ability
+5 Abi Mod
24 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+4 Dexterity
+6 Constitution
+2 Intelligence
+1 Wisdom
+8 Charisma
saving throws
+4 Acrobatics DEX
+1 Animal Handling WIS
+5 Arcana INT
+2 Athletics STR
+8 Deception CHA
+2 History INT
+4 Insight WIS
+5 Intimidation CHA
+2 Investigation INT
skills
+1 Medicine WIS
+2 Nature INT
+1 Perception WIS
+5 Performance CHA
+5 Persuasion CHA
+2 Religion INT
+4 Sleight of Hand DEX
+7 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Knife +5 STR 1d4+2 piercing
 1 lb. Finesse, light, thrown (range 20/60)
Slingshot +5 STR 1d4+2 bludgeoning
  1 lb. Ammunition (range 30/120), silent
Quarterstaff +5 STR 1d8+2 bludgeoning
 4 lb. Two-handed
Revolver +5 STR 1d8+2 piercing
 3 lb. Ammunition (range 30/120), loading
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Mind Sliver +8 1 action 60 ft 1 round 2d6 v
 Notes:You drive a disorienting spike of hacking energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 software damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. At Higher Levels. This tech's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Incendiary Shot +8 1 action 120 ft instant 2d10 V,S
 Notes:You fire an incendiary bullet at a creature or object within range. Make a ranged tech attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this tech ignites if it isn't being worn or carried. This tech's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Source Coder / Techwizard / Mechanist
Aimbot +8 1 Action 30ft Concentration 1 Round S
 Notes:You point a finger at a target in range. Your smart vision grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this tech hasn't ended. Influencer / Source Coder / Streamer / Techwizard
Hovering Helping Hand +8 1 Action 30ft 1 Minute V,S
 Notes:You release a remote controlled floating hand at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand deactivates if it is ever more than 30 feet away from you or if you cast this tech again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds. Influencer / Source Coder / Streamer / Techwizard / Mechanist
Hardlight Chicanery 1 Action 30ft 1 Minute S,M
 Notes:You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this tech again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a hot dog's roar, a minute of hard bass, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the tech ends. If you create an image of an object--such as a chair, muddy footprints, or a small deposit box--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your tech save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. * - (a scrap of a page from a furniture catalog)

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Emergency Barrier +8 1 Reaction Self 1 Round V,S
 Notes:An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. Tech Tags: WARDING Available For: Source Coder Techwizard
Ice Spike +8 1 Action 60 ft Instant 2d6 S,M
 Notes:You create a shard of ice and fling it at one creature within range. Make a ranged Tech attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage. At Higher Levels. When you cast this Tech using a Tech slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st. Available For: Shut-in Source Coder Techwizard
Micro Seeker +8 1 Action 120ft Instant 1d4 V,S
 Notes:You fire 3 small missles. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 kinetic damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels. When you cast this Tech using a Tech slot of 2nd level or higher, the Tech creates one more dart for each slot level above 1st. Available For: Source Coder Techwizard

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Eardrum Blowout +8 1 Action 60ft Instant 3d8 V,S,M
 Notes:A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nontechnical object that isn't being worn or carried also takes the damage if it's in the Tech's area. At Higher Levels. When you cast this Tech using a Tech slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. (a sound file of a lightning crack)
Flash/Sonic Grenade +8 1 Action 30ft 1 Minute V
 Notes:Pull the pin and make sure the bad guys don't blink! You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the Tech ends. At Higher Levels. When you cast this Tech using a Tech slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Lag 1 Action 120ft Concentration, up to 1 minute V,S,M
 Notes:You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this Tech for the duration. An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or technical items, it can't make more than one melee or ranged attack during its turn. If the creature attempts to cast a Tech with a casting time of 1 action, roll a d20. On an 11 or higher, the Tech doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the Tech. If it can't, the Tech is wasted. A creature affected by this Tech makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it. Tech Lists. influencer, source coder, techwizard
Dub Step(Thunder Step) +8 1 Action 90ft Instant 3d10 v
 Notes:You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away. You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this Tech, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind. At Higher Levels. When you cast this Tech using a Tech slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Feature: Not My First Rodeo

Being a smuggler isn't easy. You've had many a close shave during your illicit activities and had to slip through unnoticed despite having several pounds of undeclared material hidden in who knows how many places. You have basic knowledge of what kinds of security systems are likely to be in use at any place where they would normally be, as well as how to exploit any flaws they are likely to have (if there are any).

Features & Traits
A revolver,A trailblazer's kit, a set of tailor's tools, a selection of earthen cloaks, A knife, a large coat with 6 hidden pockets, and a credchip
4 money hard drives, Thermal Exhaust

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15701, Platinum: 0 Money
Source Coder Table:
Level, Proficiency Bonus, Source Points, Features, Tricks Known, Techs Known ,Tech Slots per Tech Level,1st 2nd 3rd 4th 5th 6th 7th 8th 9th.
Techcasting, Code Origin,Inner Power,Metatech
Orgin code: Arc Caster
Quickened Tech. When you cast a tech that has a casting time of 1 action, you can spend 2 source points to change the casting time to 1 bonus action for this casting. Transmuted Tech. When you cast a tech that deals a type of damage from the following list, you can spend 1 source point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

Blitzcog owes 1,498,500
Remember got a card with a location to get a reward for helping a moth remake
Thermal Exhaust

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
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Created by

Blaze2023.

Statblock Type

Character Sheet (2020)

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