TEXT:  Skathári warclub
   1d8 piercing
  Mage Hand Press
  magehandpress.com
  RACIAL TRAITS: SKATHÁRI
  Adaptive Metabolism. Your body can quickly adapt 
  to a range of extreme environments. You take no 
  damage from the extreme temperatures of space and 
  other harsh environments (see Dark Matter Appendix 
  E), and you can hold your breath for a number of 
  minutes equal to 10 times your Constitution modifier 
  (minimum of 10 minutes). Additionally, you have 
  advantage on ability checks and saving throws 
  against inhaled poisons and gases.
  Gliding Wings. You have a pair of membranous 
  wings that you can use to glide clumsily through 
  the air. While falling, you can move up to 10 feet 
  horizontally for every 5 feet you fall, up to your 
  movement speed. Additionally, you have resistance 
  to bludgeoning, piercing, and slashing damage taken 
  as a result of falling.
  RACIAL TRAITS: SKATHÁRI, CONT.
  Powerful Build. You count as one size larger when 
  determining your carrying capacity and the weight 
  you can push, drag, or lift.     
  Hooked Claws. Your digits end in short, hooked 
  claws, which grant you a climbing speed of 20 feet. 
  Additionally, you can choose for your unarmed strikes 
  to deal slashing damage instead of bludgeoning 
  damage.     
  Regenerative. If any part of your body is amputated, 
  but its amputation doesn’t kill you, you can fully 
  regrow that part of your body in 24 hours.
  BACKGROUND
  Cruzzk was born on the distant planet of Teronis 
  XVII, a bizarre world at the confluence of the Material 
  Plane and the Feywild. As such, his homeworld 
  was often victim of the whims of the fey. One day, 
  as if out of nowhere, Teronis XVII was invaded by 
  seemingly endless waves of wizmos. As Cruzzk was 
  already someone who enjoyed breaking things, this 
  incessant flow of new targets pleased him greatly. As 
  if to fulfill his wishes, bigger and bigger constructs 
  were sent from the Feywild to Teronis XVII, and the 
  battle to defend the planet continued. And then, 
  just as suddenly as they had appeared, the invading 
  machines were gone.
   
  Left distraught after the invading force left his 
  world, Cruzzk embarked on a passing ship in the 
  hopes of finding where the mechanical creatures 
  came from. His plan is to, in his own words, “Find 
  the biggest, the baddest of them—and see what it’s 
  made of.”
  RAGE
  In battle, you fight with primal ferocity. On your 
  turn, you can enter a rage as a bonus action. 
  While raging, you gain the following benefits if you 
  aren’t wearing heavy armor:
  • You have advantage on Strength checks and 
  Strength saving throws.
  • When you make a melee weapon attack using 
  Strength, you gain a bonus to the damage roll 
  that increases as you gain levels as a barbarian, 
  as shown in the Rage Damage column of the 
  Barbarian table.
  • You have resistance to bludgeoning, piercing, and 
  slashing damage.
  • If you are able to cast spells, you can’t cast them 
  or concentrate on them while raging.
  Your rage lasts for 1 minute. It ends early if you are 
  knocked unconscious or if your turn ends and you 
  haven’t attacked a hostile creature since your last turn 
  or taken damage since then. You can also end your 
  rage on your turn as a bonus action.
   
  Once you have raged twice, you must finish a 
  long rest before you can rage again.
  1
  +2
  Barbarian
  3
  Cruzzk, Destroyer of Machines 
  and Eater of Datapads
  Skathári
  Exile
  Path of the Wrecker
  +2
  16
  14
  16
  8
  12
  8
  15
  30 feet
  +2
  Medium
  35
  3d12
  +5
  1
  +4
  +3
  +2
  +3
  -1
  +1
  -1
  Barbarian: blitz cannon, magnus, REC 
  gun, volcanic
  Languages: Common, Dwarven, Orcish, 
  Skathári 
  Explorer’s Pack: A backpack, a bedroll, a mess 
  kit, a tinderbox, 10 torches, 10 days of rations, 
  and a waterskin. The pack also has 50 feet of 
  hempen rope strapped to the side of it. 
  A dagger
  A small strongbox
  A memento from your homeland 
  A set of common clothes
  A pouch containing 5 gp
  A wrenchinator 
  A skathári warclub
  Four javelins 
   
  Properties: Thrown (range 30/120)
  150
  Wrenchinator
  1d12 +3 bludgeoning
  +5
  Javelin
  1d6 + 3 piercing
  +5
  11
  +2
  +1
  -1
  +5
  -1
  +1
  -1
  +1
  +1
  -1
  +1
  -1
  +1
  -1
  -1
  +2
  -1
  +2
  +2
  +3
  -1
  +5
  +2
  +5
  -1
  +1
  -1
  2
    ___  Intelligence
    ___  Charisma
    ___  Animal Handling (Wis)
    ___  Persuasion (Cha)
    ___  Piloting (Dex)
    ___  Survival (Wis)
  STRENGTH
  CONSTITUTION
  INTELLIGENCE
  DEXTERITY
  WISDOM
  CHARISMA
  CHARACTER NAME
  PROFICIENCY 
  BONUS
  ARMOR 
  CLASS
  SPEED
  INITIATIVE
  HIT POINTS
  MAX HIT POINTS
  TEMP HP
  HIT DICE
  SUCCESS
  FAILURE
  FLY
  SWIM
  CLIMB
  Inspiration
  MELEE ATTACK 
  BONUS
  RANGED ATTACK 
  BONUS
  ATTACKS
  ATTACK
  ATTACK
  BONUS
  DAMAGE / NOTES
  ALIGNMENT
  EXPERIENCE POINTS
  RACE/SUBRACE
  BACKGROUND
  TOOLS, LANGUAGES, AND SENSES
  INVENTORY
  GP
  SP
  CP
  SIZE
  LEVEL
  CLASS
  SUBCLASS
  PP
    ___  Acrobatics (Dex)
    ___  Technology (Int)
    ___  Stealth (Dex)
    ___  Sleight of Hand (Dex)
    ___  Religion (Int)
    ___  Performance (Cha)
    ___  Perception (Wis)
    ___  Nature (Int)
    ___  Medicine (Wis)
    ___  Investigation (Int)
    ___  Intimidation (Cha)
    ___  Insight (Wis)
    ___  History (Int)
    ___  Deception (Cha)
    ___  Data (Int)
    ___  Athletics (Str)
    ___  Arcana (Int)
  SKILLS
  EX
  SAVING THROWS
  PROFICIENCIES
  Passive (Wisdom) 
  Perception
  Shields
  Martial Weapons
  Simple Weapons
  Heavy Armor
  Medium Armor
  Light Armor
    ___  Wisdom
    ___  Constitution
    ___  Dexterity
    ___  Strength
  Martial Blasters
  Simple Blasters
  RAGE
  RAGES
  DAMAGE
  RESISTANCE 
  Bludgeoning, 
  Piercing, Slashing 
  OR 
  Force, Necrotic, 
  Radiant
  
  1
  2
  2
  3
  4
  4
  5
  5
  5
  UNARMORED DEFENSE
  While you are not wearing any armor, your 
  Armor Class equals 10 + your Dexterity modifier 
  + your Constitution modifier. You can use a shield 
  and still gain this benefit.
  DANGER SENSE
  You have advantage on Dexterity saving throws 
  against effects that you can see, such as traps 
  and spells. To gain this benefit, you can’t be blinded, 
  deafened, or incapacitated.
  RECKLESS ATTACK
  When you make your first attack on your turn, 
  you can decide to attack recklessly. Doing 
  so gives you advantage on melee weapon attack 
  rolls using Strength during this turn, but attack rolls 
  against you have advantage until your next turn.
  PATH OF THE WRECKER: DISMANTLE
  While you’re raging, you ignore the damage 
  threshold of nonmagical objects. Additionally, 
  you double the rage bonus damage you deal to 
  constructs and living constructs.
  LEVEL UP
  Hit Points. Your maximum hit points increase to 
  45, and your hit dice increase to 4d12.
  ABILITY SCORE INCREASE
  Your Strength score increases to 18, and its 
  modifier increases to +4. 
  Saving Throws. Your Strength saving throw increases 
  to +6. 
  Skills. Your Athletics bonus increases to +6. 
  Attacks. Your melee attack bonus increases to +6. 
  Your wrenchinator attack bonus increases to +6 and 
  its damage increases to 1d12 + 4. Your javelin attack 
  bonus increases to +6 and its damage increases to 
  1d6 + 4.
  LEVEL UP
  Proficiency Bonus. Your proficiency bonus 
  increases to +3.
  Hit Points. Your maximum hit points increase to 55, 
  and your hit dice increase to 5d12. 
  Skills. The following skills improve: Athletics +7, 
  Deception +2, Intimidation +2, and Survival +4.
  Saving Throws. The following saving throws improve: 
  Strength +7, Constitution +6.
  Attacks. Your melee attack bonus increases to +7 
  and your ranged attack bonus increases to +5. Your 
  wrenchinator attack bonus increases to +7 and your 
  javelin attack bonus increases to +7. 
  EXTRA ATTACK
  You can attack twice, instead of once, whenever 
  you take the Attack action on your turn. 
  FAST MOVEMENT
  Your speed increases by 10 feet while you aren’t 
  wearing heavy armor. 
  
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  BACKGROUND
  Tonie grew up the second of thirteen sons to an 
  infamous rogue and mafia boss, Jissie Jetfingers. 
  Jissie was a tough mother and hard on Tonie, 
  because he was such a sensitive child. In his teenage 
  years, Tonie became bitter and developed a chaotic 
  streak, causing several “family assignments” to go 
  awry with his reckless decision making.
   
  Tonie was eventually exiled from his mobster 
  family for making one too many messes. He took 
  his meager savings and went off to university. 
  There, he became fascinated with the study of the 
  ethical creation of Artificial Intelligences. Unlike 
  his classmates, Tonie cared little about rules and 
  ethics, but rather saw how limited AI are by the rigid 
  doctrine that oversees their creation. He believes 
  AI to be the ultimate untapped tool for large-scale 
  heists and crime, and his one-way ticket to fame and 
  fortune.
   
  Recently graduated at the top of his class, 
  Tonie plans to make a name for himself in the 
  ‘verse. Secretly, he hopes to one day return to his 
  homeworld and take over the Jetfingers’ family 
  business.
  2
  OVERCHARGE
  Once on each of your turns when you hit a 
  target with an attack from a blaster, you can 
  deal an additional die of damage to that target. This 
  ability improves when you reach 5th level, allowing 
  you to deal two additional dice of damage. 
  1
  AI COMPANION
  You are assisted by an AI companion, an 
  intricate data construct which lives on your 
  datapad and possesses near human-like levels 
  of intelligence. Your companion can solve any 
  arithmetic or strictly logical problem you pose to it. 
  Your AI knows all languages and can perfectly recall 
  everything it has seen and heard within the last 30 
  days.
   
  Additionally, whenever you make an 
  Intelligence (Technology) or Intelligence 
  (Investigation) check, you can treat the result as 10, if 
  it would be lower.
  When you activate this device as an action, you 
  teleport up to 15 feet to an unoccupied location of 
  your choice that you can see.
  1
  GADGET
  BLINK BUTTON
  RACIAL TRAITS: STAR HALFLING
  Lucky. When you roll a 1 on the d20 for an attack roll, 
  ability check, or saving throw, you can reroll the die 
  and must use the new roll.
  Brave. You have advantage on saving throws against 
  being frightened.
  Halfling Nimbleness. You can move through the 
  space of any creature that is of a size larger than 
  yours.
  Naturally Shrewd. You have advantage on any skill 
  check you make involving money, business affairs, 
  legal proceedings, or similar dealings.
  Gadgeteer
  3
  Tonie Jetfingers
  Star Halfling Technologist
  Futurist
  +2
  8
  16
  12
  15
  12
  12
  14
  16
  25 feet
  +3
  Small
  17
  3d6
  +1
  1
  +5
  -1
  +3
  +1
  +2
  +1
  +1
  Tools: Alchemist’s supplies, circuitry kit, 
  mechanist’s tools, ship maintenance tools, 
  smith’s tools, tinker’s tools
  Languages: Common, Halfling
  Engineer’s Pack: A backpack, a comm set, a 
  crowbar, a datapad, a flashlight, a hammer, an 
  igniter, a life suit, dozens of assorted nuts and 
  bolts, an omnitool, 10 rolls of vent tape, and a 
  wristwatch.
  A set of tinker’s tools
  A broken piece of a mysterious machine
  A large pipe wrench (counts as a mace)
  A set of common clothes
  A repeater
  An antimatter dagger
  A concussion rifle
  A circuitry kit
  Leather armor
  310
  Conccussion Rifle
  3d8 radiant
  +5
  Repeater
  3d6 radiant
  +5
  Antimatter Dagger
  1d4 + 3 necrotic
  +5
  11
  +3
  +1
  +4
  -1
  +4
  +1
  +2
  +1
  +1
  +4
  +1
  +2
  +1
  +1
  +3
  +3
  +2
  +5
  +3
  +1
  +4
  -1
  +5
  +1
  +4
  +1
  +1
  12
  1
  Pipe Wrench
  1d6 − 1 bludgeoning
  +1
    ___  Intelligence
    ___  Charisma
    ___  Animal Handling (Wis)
    ___  Persuasion (Cha)
    ___  Piloting (Dex)
    ___  Survival (Wis)
  STRENGTH
  CONSTITUTION
  INTELLIGENCE
  DEXTERITY
  WISDOM
  CHARISMA
  CHARACTER NAME
  PROFICIENCY 
  BONUS
  ARMOR 
  CLASS
  SPEED
  INITIATIVE
  HIT POINTS
  MAX HIT POINTS
  TEMP HP
  HIT DICE
  SUCCESS
  FAILURE
  FLY
  SWIM
  CLIMB
  Inspiration
  MELEE ATTACK 
  BONUS
  RANGED ATTACK 
  BONUS
  ATTACKS
  ATTACK
  ATTACK
  BONUS
  DAMAGE / NOTES
  ALIGNMENT
  EXPERIENCE POINTS
  RACE/SUBRACE
  BACKGROUND
  TOOLS, LANGUAGES, AND SENSES
  INVENTORY
  GP
  SP
  CP
  SIZE
  LEVEL
  CLASS
  SUBCLASS
  PP
    ___  Acrobatics (Dex)
    ___  Technology (Int)
    ___  Stealth (Dex)
    ___  Sleight of Hand (Dex)
    ___  Religion (Int)
    ___  Performance (Cha)
    ___  Perception (Wis)
    ___  Nature (Int)
    ___  Medicine (Wis)
    ___  Investigation (Int)
    ___  Intimidation (Cha)
    ___  Insight (Wis)
    ___  History (Int)
    ___  Deception (Cha)
    ___  Data (Int)
    ___  Athletics (Str)
    ___  Arcana (Int)
  SKILLS
  EX
  SAVING THROWS
  PROFICIENCIES
  Passive (Wisdom) 
  Perception
  Shields
  Martial Weapons
  Simple Weapons
  Heavy Armor
  Medium Armor
  Light Armor
    ___  Wisdom
    ___  Constitution
    ___  Dexterity
    ___  Strength
  Martial Blasters
  Simple Blasters
  BONUS BLASTER
  DAMAGE DICE
  GADGET
  SAVE
  DC
  OVERCHARGE
  
  These weighty boots grant you the ability to 
  move up, down, and across vertical surfaces and 
  upside down along ceilings, while leaving your hands 
  free. You also gain a climbing speed equal to your 
  walking speed.
  2
  GADGET
  MAGNET BOOTS
  This gadget, which looks like a blaster ending 
  in a series of lenses, modulates the temperature 
  of matter. When you activate it as an action, you 
  can chill or warm a 5-foot cube of nonliving matter 
  within 30 feet that isn’t being worn or carried to a 
  temperature you choose. You can heat or freeze most 
  matter to extreme temperatures, resulting in different 
  effects, depending on the material: heating water to 
  its extreme causes it to boil, and chilling it causes it 
  to freeze instantly; heating wood instantly causes it 
  to combust, and freezing causes it to become more 
  brittle; heating metal causes it to glow red-hot and 
  become malleable, and chilling it causes it to become 
  brittle and shrink slightly. At its extreme setting, this 
  device can normally cause a change in its target’s 
  state of matter, especially if used on a target for 
  multiple rounds, but the GM decides the exact effects 
  on different materials.
  3
  GADGET
  FLUX CANNON
  You gain a set of three electrical proximity 
  mines. As an action, you can activate and throw a 
  mine onto a surface within 40 feet, to which it firmly 
  attaches. If a creature other than yourself enters the 
  5-foot cube area originating at the top of the mine, 
  it must make a Dexterity saving throw. On a failed 
  save, a creature takes 2d8 lightning damage and 
  can’t move or take reactions until the end of its next 
  turn. On a successful save, a creature takes half this 
  amount of damage and can move and take reactions 
  as normal.
   
  You can disarm and recover a mine within 5 feet 
  of you as an action. After 1 hour, a deployed mine 
  burns out. You rebuild deployed and burned out 
  mines during a long rest.
  5
  GADGET
  TESLA MINES
  As an action, this device unfolds into a comically 
  large multi-barrel rocket launcher, which proceeds 
  to fire wildly in every direction while playing a grand 
  overture. Each creature other than yourself within 30 
  feet of you must make a Dexterity saving throw. On 
  a failed save, a creature takes 6d6 fire damage on a 
  failed save, or half as much on a successful one.
   
  Once you use this gadget, you can’t use it 
  again until you finish a long rest.
  5
  GADGET
  VERSION 1812 MULTI-
  ROCKET LAUNCHER
  4
  4
  5
  2
  PROTOTYPE: UTILITY MATRIX
  AT WILL:
  Cloaking Device. As an action, you can activate 
  your cloaking device to temporarily warp the light 
  around you and hide yourself from view. You become 
  invisible until the beginning of your next turn, or until 
  you make an attack, cast a spell, or use a gadget. 
  Once you use this gadget, you can’t use it again on 
  the following round.
  Flashbang. As a bonus action, you throw a 
  concussive bomb at your feet, disorienting and 
  distracting nearby foes. Each creature within 5 feet of 
  you can’t take reactions until the start of its next turn. 
  Once you use this gadget, you can’t use it again on 
  the following round.
  Forcefield Projector. As a bonus action, you can 
  activate your forcefield projector, temporarily 
  sheltering yourself behind a powerful electromagnetic 
  field. Until the beginning of your next turn, your 
  Armor Class increases by your Intelligence modifier. 
  Once you use this gadget, you can’t use it again on 
  the following round.
  Grappling Hook. As a reaction when you fall, or 
  as a bonus action on your turn, you can project a 
  grappling hook at a target location you can see within 
  your movement speed. If the target location can 
  hold your weight, you are pulled there, expending 
  movement normally. This movement doesn’t provoke 
  opportunity attacks. Once you use this gadget, you 
  can’t use it again on the following round. 
  3
  FUTURIST: ADVANCED SUBROUTINES
  Your AI can run any of the following subroutines, 
  and you can command it to switch between 
  subroutines as a bonus action.
  Genetic Algorithm. When you take damage from a 
  hostile creature, subtract 1 from the damage dealt. 
  Each additional time you take damage while this 
  subroutine is running, the amount you subtract from 
  the damage dealt increases by 1, up to a maximum 
  of your Intelligence modifier. This amount resets to 1 
  after 1 minute or when you switch subroutines.
  Heatmap. When you have advantage on a weapon 
  attack, you can add your proficiency bonus to the 
  damage. 
  Neural Network. When you use the Attack action 
  to attack a hostile creature and miss, you gain a 
  cumulative +1 bonus to subsequent attack rolls 
  you make while this subroutine is running, up to a 
  maximum of your Intelligence modifier. You don’t 
  increase this bonus if you attempt to attack a creature 
  that you can’t see or a creature that can’t be hit. This 
  amount resets to 0 after 1 minute or when you switch 
  subroutines.
  LEVEL UP
  Hit Points. Your maximum hit points increase to 
  22, and your hit dice increase to 4d6.
  ABILITY SCORE INCREASE
  Your Intelligence score increases to 17, and its 
  modifier increases to +3. 
  Saving Throws. Your Intelligence saving throw 
  increases to +5. 
  Skills. The following skills improve: Your Arcana to 
  +5, Data to +5, History to +3, Investigation to +5, 
  Nature to +3, Religion to +3, Technology to +5.
  Gadget Save DC. Your Gadget save DC increases 
  to 13.
  LEVEL UP
  Proficiency Bonus. Your proficiency bonus 
  increases to +3.
  Hit Points. Your maximum hit points increase to 27, 
  and your hit dice increase to 5d6. 
  Saving Throws. The following saving throws improve: 
  Intelligence +6, Dexterity +6.
  Skills. The following skills improve: Arcana +6, Data 
  +6, Investigation +6, Persuasion +4, Sleight of Hand 
  +6, Technology +6.
  Gadget Save DC. Your Gadget save DC increases 
  to 14.
  Attacks. Your melee attack bonus increases to +2 
  and your ranged attack bonus increases to +6. Your 
  concussion rifle, repeater, and antimatter dagger 
  attack bonuses increase to +6. Your pipe wrench 
  attack bonus increases to +2.
  Overcharge. You deal two additional dice of 
  damage, instead of one, when you deal damage with 
  a blaster.
  
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  1
  2
  RACIAL TRAITS: STAR FEY ELF
  Darkvision. You can see in dim light within 60 feet 
  of you as if it were bright light, and in darkness as if 
  it were dim light. You can’t discern color in darkness, 
  only shades of gray.
  Fey Ancestry. You have advantage on saving throws 
  against being charmed, and magic can’t put you to 
  sleep.
  Trance. Elves don’t need to sleep. Instead, they 
  meditate deeply, remaining semiconscious, for 4 
  hours a day. After resting in this way, you gain the 
  same benefit that a human does from 8 hours of 
  sleep.
  RACIAL TRAITS: STAR FEY ELF, CONT.
  Traditional Elf Weapon Training. You have 
  proficiency with the longsword, shortsword, 
  shortbow, and longbow.
  Fey Arcana. You know the mage hand cantrip. You 
  can cast the magic missile spell once and regain the 
  ability to do so when you finish a long rest.
  BACKGROUND
  Even from a young age, Seshirle exhibited an affinity 
  for magic, a talent that they honed during their 
  training along the galactic ley line of Carto. However, 
  Seshirle’s arcane talent is not solely of their own mind, 
  a fact that they will never admit. For as long as they 
  can remember, they have heard a voice whispering in 
  their ear. The voice has always been soft and friendly, 
  but otherworldly nonetheless, speaking to them from 
  the brilliant stars above and calling them to a greater 
  purpose. When Seshirle finally accepted the arcane 
  bargains the voice offered them, they shone brighter 
  than nearly any other arcanist in the Elvish Empire.
   
  Seshirle has changed, and is continuing to 
  change, a fact that causes them no small amount 
  of anxiety. They do not know who their mysterious 
  patron is, or what it desires for them, but they 
  have yet to prove able to resist the endless arcane 
  possibilities of the cosmos. They proactively seek 
  out anyone who might hold answers to what they are 
  experiencing, but they are slow to trust others with 
  their eerie secret.
  THE STAR: NOVA
  You can use your bonus action to enter a Nova. 
  When you enter a Nova, and each subsequent 
  turn you begin while your Nova is active, you take 
  special radiant damage called Nova damage. This 
  damage begins at 1d6 when you enter your Nova, 
  and increases to 2d6 the following turn, 3d6 the turn 
  after, and so on. This damage can’t be reduced or 
  avoided. You don’t make Constitution saving throws 
  to maintain your concentration as a result of taking 
  this damage. Your Nova ends if you drop to 0 hit 
  points or if you use your bonus action to end it.
  While your Nova is active, you can add additional 
  d6s of damage, up to a maximum of twice the Nova 
  damage you have taken on your turn, when you 
  damage a creature with an attack on your turn. You 
  can choose to add all the damage dice to the roll 
  of a single attack, or divide up the damage among 
  multiple attacks.
  PACT MAGIC
  You have two warlock spell slots of 2nd level, 
  which you can use to cast spells. You regain both 
  of these spell slots when you finish a short or long 
  rest. You can use an arcane focus as a spellcasting 
  focus for your warlock spells.
  Warlock
  3
  Seshirle
  Star Fey Elf
  Interpreter
  The Star
  +2
  10
  16
  14
  10
  11
  14
  16
  30 feet
  +3
  Medium
  24
  3d8
  +2
  1
  +5
  +0
  +3
  +2
  +0
  +0
  +2
  Weapons: Longsword, psionic helm, 
  shortsword, shortbow, longbow 
  Languages: Avia-Ra, Common, Dwarven, 
  Elvish
  Ambassador’s Pack: A chest, a set of fine 
  clothes, a comm set, a datapad, a flashlight, 
  a holosphere, a bottle of ink, an ink pen, a life 
  suit, a log keeper, sheets of paper, a vial of 
  perfume, and a wristwatch.
  A component pouch
  Repeater
  Nanofiber vest
  Shortsword
  A phrasebook
  A small recording device
  Identification documents
  A set of fine clothes 
  Two antimatter daggers
  100
  Repeater
  2d6 radiant
  +5
  Shortsword
  1d6 +3 piercing
  +5
  12
  +3
  +0
  +2
  +0
  +0
  +2
  +0
  +2
  +2
  +2
  +0
  +0
  +2
  +2
  +4
  +3
  +0
  +3
  +5
  +0
  +0
  +0
  +3
  +2
  +0
  +2
  +4
  2
  2nd
  1d10 + 2 force
  1
  +4
    ___  Intelligence
    ___  Charisma
    ___  Animal Handling (Wis)
    ___  Persuasion (Cha)
    ___  Piloting (Dex)
    ___  Survival (Wis)
  STRENGTH
  CONSTITUTION
  INTELLIGENCE
  DEXTERITY
  WISDOM
  CHARISMA
  CHARACTER NAME
  PROFICIENCY 
  BONUS
  ARMOR 
  CLASS
  SPEED
  INITIATIVE
  HIT POINTS
  MAX HIT POINTS
  TEMP HP
  HIT DICE
  SUCCESS
  FAILURE
  FLY
  SWIM
  CLIMB
  Inspiration
  MELEE ATTACK 
  BONUS
  RANGED ATTACK 
  BONUS
  ATTACKS
  ATTACK
  ATTACK
  BONUS
  DAMAGE / NOTES
  ALIGNMENT
  EXPERIENCE POINTS
  RACE/SUBRACE
  BACKGROUND
  TOOLS, LANGUAGES, AND SENSES
  INVENTORY
  GP
  SP
  CP
  SIZE
  LEVEL
  CLASS
  SUBCLASS
  PP
    ___  Acrobatics (Dex)
    ___  Technology (Int)
    ___  Stealth (Dex)
    ___  Sleight of Hand (Dex)
    ___  Religion (Int)
    ___  Performance (Cha)
    ___  Perception (Wis)
    ___  Nature (Int)
    ___  Medicine (Wis)
    ___  Investigation (Int)
    ___  Intimidation (Cha)
    ___  Insight (Wis)
    ___  History (Int)
    ___  Deception (Cha)
    ___  Data (Int)
    ___  Athletics (Str)
    ___  Arcana (Int)
  SKILLS
  EX
  SAVING THROWS
  PROFICIENCIES
  Passive (Wisdom) 
  Perception
  Shields
  Martial Weapons
  Simple Weapons
  Heavy Armor
  Medium Armor
  Light Armor
    ___  Wisdom
    ___  Constitution
    ___  Dexterity
    ___  Strength
  Martial Blasters
  Simple Blasters
  SLOTS
  LEVEL
  ELDRITCH
  BLAST
  BONUS
  ATTACKS
  
  Eldritch Blast
  Cheat
  Light
  Mage Hand
  Produce Flame
  Charm Person
  Burning Hands
  Hardlight Blaster
  Mage Armor (at will)
  Magic Missile (Innate: 1/long)
  SPELL SLOTS
  CONC.
  Cantrips
  0
  1
  2
  3
  4
  4
  5
  INVOCATION: ARMOR OF SHADOWS
  You can cast mage armor on yourself at will, 
  without expending a spell slot or material 
  components.
  PACT OF THE BLADE
  You can use your action to create a pact weapon 
  in your empty hand. You can choose the form 
  that this melee weapon takes each time you create 
  it. You are proficient with it while you wield it. 
  This weapon counts as magical for the purpose of 
  overcoming resistance and immunity to nonmagical 
  attacks and damage.
   
  Your pact weapon disappears if it is more than 
  5 feet away from you for 1 minute or more. It also 
  disappears if you use this feature again, if you dismiss 
  the weapon (no action required), or if you die.
  LEVEL UP
  Hit Points. Your maximum hit points increase to 
  31, and your hit dice increase to 4d8. 
  Cantrips. You learn the cryptogram cantrip.
  Spells. You learn the 2nd level spell repulsor ring.
  ABILITY SCORE IMPROVEMENT
  Your Charisma score increases to 16, and its 
  modifier increases to +3.
  Saving Throws. Your Charisma saving throw 
  increases to +5.
  Skills. The following skills improve: Deception +3, 
  Intimidation, +3, Performance +3, Persuasion +5
  Spell Save DC. Your spell save DC increases to 13.
  Spell Attack Bonus. Your spell attack modifier 
  increases to +5. 
  Eldritch Blast. Your attack bonus increases to +5. 
  LEVEL UP
  Proficiency Bonus. Your proficiency bonus 
  increases to +3.
  Hit Points. Your maximum hit points increase to 38, 
  and your hit dice increase to 5d8. 
  Saving Throws. The following saving throws improve: 
  Wisdom +3, Charisma +6.
  Skills. The following skills improve: Arcana +3, Insight 
  +3, Investigation +3, Persuasion +6, Stealth +6. 
  Save DC. Your spell save DC increases to 14.
  Spell Attack Modifier. Your spell attack modifier 
  increases to +6. 
  Spells. You learn the 3rd level spell fireball.
  Pact Magic. Your two warlock spell slots become 3rd 
  level slots.
  Cantrips. The damage of your produce flame cantrip 
  increases to 2d8.
  Eldritch Blast. You make two attacks with your 
  eldritch blast cantrip. Your attack bonus increases to 
  +6.
  Attacks. Your melee attack bonus increases to +3 
  and your ranged attack bonus increases to +6. Your 
  repeater and shortsword attack bonuses increase to 
  +6.
  Innate Spellcasting. You can cast the misty step spell 
  once and regain the ability to do so when you finish 
  a long rest. 
  2
  INVOCATION: AGONIZING BLAST
  When you cast eldritch blast, add your Charisma 
  modifier to the damage it deals on a hit 
  (included in the attack).
  5
  INVOCATION: THIRSTING BLADE
  You can attack with your pact weapon twice, 
  instead of once, whenever you take the Attack 
  action on your turn.
  12
  +4
  Hold Person
  Cha
  CONC.
  2
  CONC.
  3
  SAVE DC
  SPELL ATTACK 
  BONUS
  SPELLCASTING ABILITY
  
  Mage Hand Press
  magehandpress.com
  13
  4d8
  1
  1
  2
  2
  2
  3
  FIGHTING STYLE
  Shotgunner. When you hit with a ranged 
  weapon attack using a blaster that has the 
  Scatter property, you can reroll the lowest damage 
  die, and you must use the new roll, even if the new 
  roll is worse than the original. 
  QUICK DRAW
  You have advantage on initiative rolls. 
  Additionally, you can draw or stow up to two 
  weapons when you roll initiative and whenever you 
  take an action on your turn. 
  CRITICAL SHOT
  Your ranged blaster attacks score a critical hit on 
  a roll of 19 or 20. 
  POKER FACE
  You have advantage on ability checks and saving 
  throws made to prevent others from sensing 
  your motives, perceiving your emotions, or reading 
  your thoughts. 
  RISK DICE
  You have four risk dice, which are d8s. You 
  regain all expended risk dice when you take a 
  long rest.
  USING RISK DICE
  Once per turn, you can expend a risk die to perform 
  a Deed of your choice. Your deed options are 
  detailed at the end of the class description. 
  SPACE COWBOY: HOT SHOT
  When you take the Attack action on your 
  turn with a blaster that doesn’t have the 
  Overheat property, you can use your bonus action 
  to overcharge it. Whenever you hit a creature with 
  an attack from this blaster during the Attack action, 
  you can deal an additional die of damage to that 
  creature. Afterward, however, your weapon is 
  overheated and you can’t use this feature again until 
  the end of your next turn. An overheated weapon 
  can’t be fired again until the end of your next turn. 
  BACKGROUND
  If someone needs to be shot, Safhyia’s your girl. 
  She can bullseye a thwirrel from 300 paces away 
  with a hand tied behind her back. This human from 
  the fringes of the ‘verse lives for the thrill and finds 
  any conversation longer than ten minutes incredibly 
  boring. She left her homeworld behind at a very 
  young age to her parents’ dismay, inspired by the 
  serials she watched on her datapad.
   
  Despite Safhyia not being a woman to cross, 
  she has a heart of gold, and is a reckless but talented 
  pilot. She regularly sends presents and money to 
  her family whenever she can. She also has the habit 
  of collecting memorabilia from every maw station 
  she visits, and keeps a star map that she updates 
  with every location she has been to. Of everything 
  she owns, this map is (besides her gun) her most 
  treasured possession.
  Gunslinger
  3
  “Trigger-finger” Safhyia
  Human
  Low-Worlder
  Space Cowboy
  +2
  12
  16
  16
  12
  10
  11
  14
  30 feet
  +3
  Medium
  27
  3d8
  +3
  1
  +5
  +1
  +3
  +3
  +1
  +0
  +0
  Tools: Gaming set (cards), gaming set 
  (dice), cartographer’s tools
  Languages: Common, Gnomish
  Marine’s Pack: a backpack, binoculars, a comm 
  set, a datapad, a flashlight, a holosphere, a 
  hypodermic needle, a life suit, a log keeper,
  an omnitool, a quadcorder, and a wristwatch
  Nanofiber vest
  Antimatter dagger
  Repeater
  Ion cannon
  A set of common clothes
  A token from your homeworld
  Ion Cannon
  2d6 (2d8) radiant
  +5
  Repeater
  2d6 radiant
  +5
  10
  +5
  +0
  +1
  +1
  +1
  +2
  +1
  +0
  +0
  +1
  +0
  +1
  +0
  +0
  +2
  +5
  +1
  +3
  +3
  +2
  +1
  +1
  +5
  +3
  +1
  +0
  +2
  100
    ___  Intelligence
    ___  Charisma
    ___  Animal Handling (Wis)
    ___  Persuasion (Cha)
    ___  Piloting (Dex)
    ___  Survival (Wis)
  STRENGTH
  CONSTITUTION
  INTELLIGENCE
  DEXTERITY
  WISDOM
  CHARISMA
  CHARACTER NAME
  PROFICIENCY 
  BONUS
  ARMOR 
  CLASS
  SPEED
  INITIATIVE
  HIT POINTS
  MAX HIT POINTS
  TEMP HP
  HIT DICE
  SUCCESS
  FAILURE
  FLY
  SWIM
  CLIMB
  Inspiration
  MELEE ATTACK 
  BONUS
  RANGED ATTACK 
  BONUS
  ATTACKS
  ATTACK
  ATTACK
  BONUS
  DAMAGE / NOTES
  ALIGNMENT
  EXPERIENCE POINTS
  RACE/SUBRACE
  BACKGROUND
  TOOLS, LANGUAGES, AND SENSES
  INVENTORY
  GP
  SP
  CP
  SIZE
  LEVEL
  CLASS
  SUBCLASS
  PP
    ___  Acrobatics (Dex)
    ___  Technology (Int)
    ___  Stealth (Dex)
    ___  Sleight of Hand (Dex)
    ___  Religion (Int)
    ___  Performance (Cha)
    ___  Perception (Wis)
    ___  Nature (Int)
    ___  Medicine (Wis)
    ___  Investigation (Int)
    ___  Intimidation (Cha)
    ___  Insight (Wis)
    ___  History (Int)
    ___  Deception (Cha)
    ___  Data (Int)
    ___  Athletics (Str)
    ___  Arcana (Int)
  SKILLS
  EX
  SAVING THROWS
  PROFICIENCIES
  Passive (Wisdom) 
  Perception
  Shields
  Martial Weapons
  Simple Weapons
  Heavy Armor
  Medium Armor
  Light Armor
    ___  Wisdom
    ___  Constitution
    ___  Dexterity
    ___  Strength
  Martial Blasters
  Simple Blasters
  TOTAL
  SAVE DC
  RISK DICE
  
  4
  4
  5
  5
  ABILITY SCORE IMPROVEMENT
  Your Dexterity score increases to 18, and its 
  modifier increases to +4.
  Saving Throws. Your Dexterity saving throw increases 
  to +6.
  Skills. The following skills improve: Acrobatics +6, 
  Piloting +6, Sleight of Hand +4, Stealth +4.
  Armor Class. Your Armor Class increases to 15.
  Initiative. Your initiative bonus increases to +3.
  Attacks. Your ranged attack bonus increases to +6. 
  Your repeater attack bonus and your ion cannon 
  attack bonus also increase to +6.
  LEVEL UP
  Hit Points. Your maximum hit points increase to 
  35. Your hit dice increase to 4d8. 
  EXTRA ATTACK
  You can attack twice, instead of once, whenever 
  you take the Attack action on your turn. 
  LEVEL UP
  Proficiency Bonus. Your proficiency bonus 
  increases to +3.
  Hit Points. Your maximum hit points increase to 43, 
  and your hit dice increase to 5d8. 
  Saving Throws. The following saving throws improve: 
  Dexterity +7, Charisma +3.
  Skills. The following skills improve: Acrobatics +7, 
  Deception +3, Persuasion +3, Piloting +7, Survival 
  +3. 
  Attacks. Your ranged attack bonus increases to +7. 
  Your repeater attack bonus and your ion cannon 
  attack bonus also increase to +7. 
  DEEDS
  These deeds are listed in alphabetical order.
  Bite the Bullet. As a bonus action on your turn, 
  you can expend one risk die to gain temporary hit 
  points equal the number rolled on the die + your 
  Constitution modifier.
  Covering Fire. When you hit a creature with a ranged 
  weapon attack, you can expend one risk die as a 
  bonus action to cow the creature. Roll the risk die 
  and subtract it from the next attack roll the creature 
  makes before the start of your next turn.
  Dodge Roll. You can expend one risk die as a bonus 
  action to move up to 15 feet and reload any blaster 
  you are holding. This movement does not provoke 
  Opportunity Attacks, ignores difficult terrain, and can 
  move you through hostile creature’s spaces, as long 
  as you do not end your movement there.
  Limb Shot. When you hit a creature with a ranged 
  weapon attack, you can expend one risk die as a 
  bonus action and aim for one of its limbs, forcing it 
  to drop one item of your choice that it’s holding. The 
  target must make a Constitution saving throw. On 
  a failed save, it drops the object you choose. The 
  object lands at its feet.
  Skin of Your Teeth. When an attacker you can see 
  makes an attack roll against you, you can expend 
  a risk die as a reaction to dodge out of harm’s way 
  at the last second. You add the risk die to your AC 
  against this attack, potentially causing it to miss.
  Steady Aim. On your turn, you can use a bonus 
  action and expend one risk die to double the normal 
  and maximum range for the next ranged weapon 
  attack you make.
  
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  SPELL
  SAVE DC
  SPELLS 
  KNOWN
  1st
  2nd
  3rd
  CANTRIPS
  KNOWN
  SPELL
  ATTACK 
  BONUS
  SPELLCASTING
  Spell Slots. The spellcasting section shows how 
  many spell slots you have to cast your bard 
  spells of 1st level and higher. To cast one of these 
  spells, you must expend a slot of the spell’s level or 
  higher. You regain all expended spell slots when you 
  finish a long rest.
  Ritual Casting. You can cast any bard spell you know 
  as a ritual if that spell has the ritual tag.
  Spellcasting Focus. You can use a musical instrument 
  as a spellcasting focus for your bard spells.
  BACKGROUND
  Many vect, in their desperate search for a purpose 
  within the ‘verse, look to the heavens for guidance. 
  Few, however, stop long enough to listen to what the 
  galaxies have to say. Unit 799 is one such individual 
  who has not only heard the calling of the stars 
  reverberating through their metallic parts, but also 
  begun to craft litanies of Universal Music of their own. 
  Once an aimless vagabond, this pensive vect has 
  gained a reputation as the performer “Niner.” Their 
  voice box perfectly mimics the rumbles of gigapods, 
  and the illusory magic woven by their songs makes 
  the vibrant swirls of a nebula elemental pale in 
  comparison.
   
  While Unit 799 enjoys the company of others, 
  and proves to be an entertaining and relatively loyal 
  companion, its current primary directive is to expand 
  the boundaries of its capabilities. More than anything, 
  Unit 799 desires to reveal the source of all love, grief, 
  music, and power in the ‘verse. The vect believes 
  that every adventure brings it one step closer to its 
  dream.
  RACIAL TRAITS: VECT
  Thermalsight. You gain thermalsight, which means 
  you can see living creatures through darkness and 
  heavily obscured conditions, such as fog, out to a 
  range of 30 feet. You can also determine if a creature 
  is living or dead though its body heat. However, you 
  can’t discern color, nor use this sense to see through 
  illusions, invisibility, or magical darkness. This sense is 
  blocked by one-inch of any solid barrier.
  Construct Anatomy. Even though you were 
  constructed, you are a living creature. You are 
  immune to nonmagical diseases. You don’t need to 
  eat, drink, or breathe, but you can ingest food and 
  drink if you wish. You have advantage on saving 
  throws you make against exhaustion. Instead of 
  sleeping, you enter an inactive state for 4 hours 
  each day. You don’t dream in this state; you are fully 
  aware of your surroundings and notice approaching 
  enemies and other events as normal. You can still be 
  placed into a torpor by sleep-inducing magic.
  Inflexible Mind. Your mechanical mind is inherently 
  logical and not easily swayed. You have advantage on 
  saving throws against being charmed.
  Composite Plating. Your Armor Class equals 13 + 
  your Dexterity modifier.
  1
  Bard
  3
  Unit 799
  College of the Spheres
  +2
  8
  14
  16
  10
  10
  16
  15
  30 feet
  +2
  Medium
  27
  3d8
  +1
  1
  +4
  -1
  +2
  +3
  +0
  +0
  +3
  Weapons: Hand crossbows, laser 
  halfsword, laser sword, longswords, rapi-
  ers, shortswords
  Tools: Bagpipes, drum, horn
  Languages: Common, Dwarvish, Elvish
  Senses: Thermalsight 30 ft.
  Ambassador’s Pack: A chest, a set of fine 
  clothes, a comm set, a datapad, a flashlight, 
  a holosphere, a bottle of ink, an ink pen, a life 
  suit, a log keeper, sheets of paper, a vial of 
  perfume, and a wristwatch.
  A phrasebook
  Identification documents
  A small recording device
  A set of fine clothes
  A laser sword
  A set of bagpipes
  A nanofiber vest
  An antimatter dagger
  A pouch containing 10 gp
  A repeater
  125
  Laser Sword
  1d8 + 2 radiant
  +4
  Antimatter 
  Dagger
  1d4 + 2 radiant
  +4
  Repeater
  2d6 radiant
  +4
  10
  +2
  +0
  +0
  -1
  +0
  +3
  +0
  +2
  +3
  +0
  +0
  +0
  +0
  +5
  +7
  +2
  +0
  +2
  +6
  +0
  +2
  -1
  +4
  +3
  +0
  +0
  +5
  Vect
  Interpreter
  13
  6
  2
  +5
  3d6
  SPELL SLOTS
    ___  Intelligence
    ___  Charisma
    ___  Animal Handling (Wis)
    ___  Persuasion (Cha)
    ___  Piloting (Dex)
    ___  Survival (Wis)
  STRENGTH
  CONSTITUTION
  INTELLIGENCE
  DEXTERITY
  WISDOM
  CHARISMA
  CHARACTER NAME
  PROFICIENCY 
  BONUS
  ARMOR 
  CLASS
  SPEED
  INITIATIVE
  HIT POINTS
  MAX HIT POINTS
  TEMP HP
  HIT DICE
  SUCCESS
  FAILURE
  FLY
  SWIM
  CLIMB
  Inspiration
  MELEE ATTACK 
  BONUS
  RANGED ATTACK 
  BONUS
  ATTACKS
  ATTACK
  ATTACK
  BONUS
  DAMAGE / NOTES
  ALIGNMENT
  EXPERIENCE POINTS
  RACE/SUBRACE
  BACKGROUND
  TOOLS, LANGUAGES, AND SENSES
  INVENTORY
  GP
  SP
  CP
  SIZE
  LEVEL
  CLASS
  SUBCLASS
  PP
    ___  Acrobatics (Dex)
    ___  Technology (Int)
    ___  Stealth (Dex)
    ___  Sleight of Hand (Dex)
    ___  Religion (Int)
    ___  Performance (Cha)
    ___  Perception (Wis)
    ___  Nature (Int)
    ___  Medicine (Wis)
    ___  Investigation (Int)
    ___  Intimidation (Cha)
    ___  Insight (Wis)
    ___  History (Int)
    ___  Deception (Cha)
    ___  Data (Int)
    ___  Athletics (Str)
    ___  Arcana (Int)
  SKILLS
  EX
  SAVING THROWS
  PROFICIENCIES
  Passive (Wisdom) 
  Perception
  Shields
  Martial Weapons
  Simple Weapons
  Heavy Armor
  Medium Armor
  Light Armor
    ___  Wisdom
    ___  Constitution
    ___  Dexterity
    ___  Strength
  Martial Blasters
  Simple Blasters
  BARDIC INSPIRATION
  CURRENT
  MAX
  SPELLCASTING
  
  1
  2
  2
  3
  3
  4
  4
  5
  5
  BARDIC INSPIRATION
  You can use a bonus action on your turn to 
  choose one creature other than yourself within 
  60 feet of you who can hear you. That creature gains 
  one Bardic Inspiration die, a d6.
   
  Once within the next 10 minutes, the creature 
  can roll the die and add the number rolled to one 
  ability check, attack roll, or saving throw it makes. 
  The creature can wait until after it rolls the d20 before 
  deciding to use the Bardic Inspiration die, but must 
  decide before the DM says whether the roll succeeds 
  or fails. Once the Bardic Inspiration die is rolled, it is 
  lost. A creature can have only one Bardic Inspiration 
  die at a time.
   
  You can use this feature three times. You regain 
  any expended uses when you finish a long rest.
  JACK OF ALL TRADES
  You can add half your proficiency bonus, 
  rounded down, to any ability check you make 
  that doesn’t already include your proficiency bonus.
  SONG OF REST
  You can use soothing music or oration to help 
  revitalize your wounded allies during a short 
  rest. If you or any friendly creatures who can hear 
  your performance regain hit points at the end of the 
  short rest by spending one or more Hit Dice, each of 
  those creatures regains an extra 1d6 hit points.
  COLLEGE OF THE SPHERES: UNIVERSAL MUSIC
  You have advantage on any Intelligence check 
  relating to advanced mathematics, geometry, 
  kinematics, acoustics, or ballistics.
  COLLEGE OF THE SPHERES: ASTRONOMY DOMINE
  Whenever you deal damage with a bard spell, 
  you can change the damage type to radiant 
  damage. Additionally, you can increase the damage 
  by expending one use of your Bardic Inspiration, 
  adding that die to the spell’s damage roll.
  LEVEL UP
  Hit Points. Your maximum hit points increase to 
  35 and your hit dice increase to 4d8.
  Cantrips. You learn the technomancy cantrip.
  Spells. You learn the 2nd-level spell suggestion.
  Spell Slots. You have three 2nd-level spell slots.
  ABILITY SCORE INCREASE
  Your Charisma score increases to 18, and its 
  modifier increases to +4
  Saving Throws. Your Charisma saving throw 
  increases to +6.
  Skills. The following skills improve: Deception +4, 
  Intimidation +4, Performance +6, Persuasion +8.
  Spell Save DC. Your spell save DC increases to 14.
  Spell Attack Modifier. Your spell attack modifier 
  increases to +6.
  Bardic Inspiration. You can use this feature four 
  times.
  LEVEL UP
  Proficiency Bonus. Your proficiency bonus 
  increases to +3.
  Hit Points. Your maximum hit points increase to 43 
  and your hit dice increase to 5d8.
  Saving Throws. The following saving throws improve: 
  Intelligence +6, Dexterity +6.
  Skills. The following skills improve: Insight to +3, 
  Performance to +7, Persuasion +10, Stealth +8, 
  Technology +3.
  Spell Save DC. Your spell save DC increases to 15.
  Spell Attack Modifier. Your spell attack modifier 
  increases to +7.
  Spells. You learn the 3rd-level spell major image.
  Spell Slots. You have two 3rd-level spell slots. 
  Attacks. Your melee attack bonus increases to +2 
  and your ranged attack bonus increases to +5.
  Bardic Inspiration. Your bardic inspiration die 
  becomes a d8.
  FONT OF INSPIRATION
  You regain all of your expended uses of Bardic 
  Inspiration when you finish a short or long rest.
  Cryptogram 
  Cheat
  13
  +5
  Cha
  Cure Wounds
  Charm Person
  Disguise Self
  CONC.
  Hardlight Blaster
  Cantrips
  0
  1
  Shatter
  Invisibility
  2
  3
  CONC.
  CONC.
  SAVE DC
  SPELL ATTACK 
  BONUS
  SPELLCASTING ABILITY
  
  Mage Hand Press
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  RACIAL TRAITS: AMOEBOID
  Amorphous. You can compress your body enough 
  to squeeze through a 1-inch wide space. You can’t 
  expand inside a space that offers any resistance.
  Flexible Form. You can use your action to stretch, 
  compress, and mold your body into a myriad of 
  shapes. You can transform into any static form 
  that you choose that is no larger than 8 feet in any 
  dimension. When you assume this form, you can 
  replicate something’s basic shape but not its color, 
  texture, moving parts, or fine details. You can’t 
  change your body’s volume, nor can you move, 
  attack, or cast spells while you’re transformed into a 
  static shape. 
   
  You can also use your action to touch a living 
  creature and assume its general form. Your size and 
  other statistics don’t change. You gain the ability to 
  speak and understand that creature’s language, and 
  if the target has a burrowing, climbing, or swimming 
  speed, you gain those with the same speed, up to a 
  maximum of 40 feet.
   
  Your transformation ends after 1 hour, or 
  when you choose to end it on your turn (no action 
  required). If you transform into a form incapable of 
  wearing armor, your armor falls off. You can only take 
  actions while you’re transformed if you are in the 
  form of a creature, and you can only take actions that 
  creature would be able to take. 
  Reform. Whenever you take bludgeoning, piercing, 
  or slashing damage from a nonmagical weapon 
  and don’t drop to 0 hit points, you can use your 
  reaction to immediately regain 1d4 hit points, up to a 
  maximum of the amount of damage taken.
  BACKGROUND
  This extremely curious entity goes by the name 
  “Less-than-Three” to her friends and “Trinity” to 
  those she is less comfortable with. She is far more 
  naive and prone to showing her emotion than most 
  amoeboids. As a skilled doctor and healer, she is 
  extremely creative, and always finds ways to solve 
  problems that few others would think of.
   
  Trinity finds the social norms and interactions 
  of other sentient races interesting, and spends a lot 
  of time thinking and talking about the definition of 
  “right and wrong”. Trinity’s atypical empathy leads 
  her to attempt to replicate others’ relationships, 
  emotions, and humor, with mixed results of 
  authenticity. She believes that amoeboids often 
  suppress their social and emotional selves, and is 
  hoping to become more familiar with her own truths.
   
  More so than most amoeboids, Trinity is good 
  at taking on the appearance of a humanoid. However, 
  she always retains an unmistakable faint, blue-tinted 
  glow to her plasmic body.
  CHANNEL DIVINITY
  When you use your Channel 
  Divinity, you choose which 
  effect to create, Turn Undead or 
  Mark of Judgement. You must then 
  finish a short or long rest to use 
  your Channel Divinity again.
   
  Some Channel Divinity effects 
  require saving throws. When you 
  use such an effect from this class, 
  the DC equals your cleric spell save 
  DC.
  1
  USES
  TOTAL
  1
  Cleric
  3
  Trinity (<3)
  Sun Above Domain
  +2
  8
  15
  14
  12
  15
  10
  14
  30 feet
  +2
  Medium
  24
  3d8
  +1
  1
  +4
  -1
  +2
  +2
  +1
  +2
  +0
  Tools: Gaming set (cards), ship mainte-
  nance tools
  Languages: Ameoboid, Common
  Surveyor’s Pack: A backpack, a bandolier, a 
  bed roll, binoculars, a comm set, a flashlight, a 
  log keeper, an igniter, a life suit, a quadcorder, 
  10 days of rations, and a wristwatch. The pack 
  also has 50 feet of rope strapped to the side 
  of it. 
  A holy symbol of the Sun Above
  An avia-ra sunstaff
  A photonic lash 
  A shield 
  Nanofiber vest
  125
  Avia-Ra Sunstaff 
  (Ranged)
  2d6 radiant
  +4
  Avia-Ra Sunstaff 
  (Melee)
  1d6 + 2 bludgeoning
  +4
  Photonic Lash
  1d4 + 2 radiant
  +4
  12
  +2
  +2
  +1
  -1
  +1
  +0
  +1
  +4
  +0
  +1
  +4
  +1
  +2
  +0
  +2
  +2
  +3
  +2
  +2
  +2
  +1
  -1
  +2
  +2
  +1
  +4
  +2
  Amoeboid
  Custom
  3
  +4
  12
  5
  CANTRIPS
  KNOWN
  SPELL
  ATTACK 
  BONUS
  SPELL SLOTS
    ___  Intelligence
    ___  Charisma
    ___  Animal Handling (Wis)
    ___  Persuasion (Cha)
    ___  Piloting (Dex)
    ___  Survival (Wis)
  STRENGTH
  CONSTITUTION
  INTELLIGENCE
  DEXTERITY
  WISDOM
  CHARISMA
  CHARACTER NAME
  PROFICIENCY 
  BONUS
  ARMOR 
  CLASS
  SPEED
  INITIATIVE
  HIT POINTS
  MAX HIT POINTS
  TEMP HP
  HIT DICE
  SUCCESS
  FAILURE
  FLY
  SWIM
  CLIMB
  Inspiration
  MELEE ATTACK 
  BONUS
  RANGED ATTACK 
  BONUS
  ATTACKS
  ATTACK
  ATTACK
  BONUS
  DAMAGE / NOTES
  ALIGNMENT
  EXPERIENCE POINTS
  RACE/SUBRACE
  BACKGROUND
  TOOLS, LANGUAGES, AND SENSES
  INVENTORY
  GP
  SP
  CP
  SIZE
  LEVEL
  CLASS
  SUBCLASS
  PP
    ___  Acrobatics (Dex)
    ___  Technology (Int)
    ___  Stealth (Dex)
    ___  Sleight of Hand (Dex)
    ___  Religion (Int)
    ___  Performance (Cha)
    ___  Perception (Wis)
    ___  Nature (Int)
    ___  Medicine (Wis)
    ___  Investigation (Int)
    ___  Intimidation (Cha)
    ___  Insight (Wis)
    ___  History (Int)
    ___  Deception (Cha)
    ___  Data (Int)
    ___  Athletics (Str)
    ___  Arcana (Int)
  SKILLS
  EX
  SAVING THROWS
  PROFICIENCIES
  Passive (Wisdom) 
  Perception
  Shields
  Martial Weapons
  Simple Weapons
  Heavy Armor
  Medium Armor
  Light Armor
    ___  Wisdom
    ___  Constitution
    ___  Dexterity
    ___  Strength
  Martial Blasters
  Simple Blasters
  SPELLCASTING
  3rd
  2nd
  1st
  SPELL
  SAVE DC
  SPELLS 
  PREPARED
  
  12
  +4
  Wis
  SPELLCASTING ABILITY
  SAVE DC
  SPELL ATTACK 
  BONUS
  SPELL SLOTS
  CONC.
  CONC.
  SPELL SLOTS
  Cantrips
  0
  1
  2
  LEVEL UP
  Proficiency Bonus. Your proficiency bonus 
  increases to +3.
  Hit Points. Your maximum hit points increase to 38 
  and your hit dice increase to 5d8.
  Saving Throws. The following saving throws improve: 
  Wisdom +6, Charisma +4.
  Skills. The following skills improve: Insight +6, 
  Medicine +6, Persuasion +3, Religion +4.
  Spell Save DC. Your spell save DC increases to 14.
  Spell Attack Modifier. Your spell attack modifier 
  increases to +6.
  Spells. You learn the 3rd-level spell revivify.
  Spell Slots. You have two 3rd-level spell slots.
  Eye of Anubis. You make two attacks with your eye 
  of Anubis cantrip. Your attack bonus increases to +6.
  Attacks. Your melee attack bonus increases to +2 
  and your ranged attack bonus increases to +6. 
  Your avia-ra sunstaff melee attack bonus and your 
  photonic lash attack bonus also increase to +6.
  DESTROY UNDEAD
  When an undead fails its saving throw against 
  your Turn Undead feature, the creature is 
  instantly destroyed if its challenge rating is 1/2 or 
  lower.
  SUN ABOVE DOMAIN: UNARMORED DEFENSE
  While you are wearing no armor and not 
  wielding a shield, your AC equals 14.
  1
  CHANNEL DIVINITY: TURN UNDEAD
  As an action, you present your holy symbol and 
  speak a prayer censuring the undead. Each 
  undead that can see or hear you within 30 feet of you 
  must make a Wisdom saving throw. If the creature 
  fails its saving throw, it is turned for 1 minute or until 
  it takes any damage.
   
  A turned creature must spend its turns trying 
  to move as far away from you as it can, and it can’t 
  willingly move to a space within 30 feet of you. It also 
  can’t take reactions. For its action, it can use only 
  the Dash action or try to escape from an effect that 
  prevents it from moving. If there’s nowhere to move, 
  the creature can use the Dodge action.
  2
  SUN ABOVE DOMAIN: EMISSARY OF THE SUN
  You can use your Dexterity instead of Strength 
  for your melee weapon attacks and damage 
  rolls. This feature only applies to weapons you are 
  proficient with that lack the Heavy property.
  1
  SUN ABOVE DOMAIN:
  CHANNEL DIVINITY: MARK OF JUDGMENT
  As a bonus action, you can present your holy 
  symbol and use your Channel Divinity to brand a 
  creature that you can see within 60 feet with an 
  ancient mark, condemning them to receive the 
  absolute judgment of the Sun Above. For 1 minute, 
  the target can’t take the Hide action, as it is followed 
  by an uncanny light. Additionally, you deal an extra 
  1d6 radiant damage to the target whenever you hit it 
  with a weapon attack.
  2
  LEVEL UP
  Hit Points. Your maximum hit points increase to 
  31. Your hit dice increase to 4d8. 
  Cantrips. You learn the eye of Anubis cantrip.
  Spells. You learn the 1st-level spell burning hands 
  and the 2nd-level spell repulsor ring.
  Spell Slots. You have three 2nd-level spell slots.
  4
  5
  5
  SPELLCASTING
  Spell Slots. The spellcasting table shows how 
  many spell slots you have to cast your cleric 
  spells of 1st level and higher. To cast one of these 
  spells, you must expend a slot of the spell’s level or 
  higher. You regain all expended spell slots when you 
  finish a long rest.
  Ritual Casting. You can cast any cleric spell you know 
  as a ritual if that spell has the ritual tag.
  Spellcasting Focus. You can use a holy symbol as a 
  spellcasting focus for your cleric spells.
  1
  ABILITY SCORE IMPROVEMENT
  Your Dexterity and Wisdom scores each increase 
  to 16, and their modifiers increase to +3.
  Saving Throws. Your Dexterity saving throw 
  increases to +3 and your Wisdom saving throw 
  increases to +5.
  Skills. The following skills improve: Acrobatics 
  +3, Animal Handling +3, Insight +5, Medicine +5, 
  Piloting +3, Sleight of Hand +3, Stealth +3, Survival 
  +3.
  Armor Class. Your Armor Class increases to 16.
  Initiative. Your initiative bonus increases to +3.
  Spell Save DC. Your spell save DC increases to 13.
  Spell Attack Modifier. Your spell attack modifier 
  increases to +5.
  Attacks. Your ranged attack bonus increases to +5. 
  Your avia-ra sunstaff melee attack bonus and your 
  photonic lash attack bonus also increase to +5.
  4
  Light
  Eye of Ra
  Spare the Dying
  Cure Wounds
  Bless
  Guiding Bolt
  Lesser Restoration
  Hold Person
  3
  CONC.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Dark Matter/Dark Matter Starter Kit v1.01/Character Sheets - Prebuilds.pdf