Medium Humanoid (Gith), Any Alignment
Armor Class 17
Hit Points 46 (5d8 + 28)
Speed 30 ft.
STR
13 (+1)
DEX
20 (+5)
CON
14 (+2)
INT
15 (+2)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws DEX +8, INT +5
Skills Sleight of Hand +8
Damage Resistances Psychic
Senses Passive Perception 10
Languages Common, Gith
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Proficiencies. Basic, Advance, & Improvised Weapons

Everyday Heroes Skills. Endurance (Con) +5, Mechanics (Int) +7, Natural Sciences (Int) +5, Streetwise (Wis) +3, Vehicles (Dex) +11

  • Expertise in Mechanics & Vehicles

Astral Knowledge. You can mystically access a reservoir of experiences of entities connected to the Astral Plane. Whenever you finish a long rest, you gain proficiency in one skill of your choice and with one weapon or tool of your choice, selected from the Player's Handbook, as you momentarily project your consciousness into the Astral Plane. These proficiencies last until the end of your next long rest.

Githyanki Psionics. You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait.

Starting at 3rd level, you can cast the jump spell with this trait. Starting at 5th level, you can also cast misty step with it. Once you cast jump or misty step with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). None of these spells require spell components when you cast them with this trait.

Psychic Resilience (Racial). You have resistance to psychic damage.

Underworld Contacts (Background). You gain advantage on Wisdom (Streetwise) checks to buy or sell illicit goods and services.

Experienced Driver (Profession). You can ignore the effects from the first level of the Body Damage, Loss of Control, and Loss of Power conditions when driving a vehicle.

Fast Reflexes (Level 1). You have advantage on initiative rolls.

Combat Driver (1st Level). You do not have disadvantage when making ranged attacks due to being in a moving vehicle. You treat integrated vehicle weapons as Advanced Equipment instead of Military Equipment.

 

Motor Pool (2 points). The Motorhead gains access to motor pool talents. At first level, you select a single motor pool talent from the motor pool list. When the number of motor pool talents increases, as shown in the Motorhead table, you choose an additional motor pool talent. These choices are permanent

  • Daredevil Driver (Motor Pool). You have advantage when making a Dexterity (Vehicles) check to perform a vehicle stunt
  • Let’s Roll (Motor Pool). You can enter and start or exit a vehicle as a bonus action. Note that this assumes you have the necessary keys or the like to open and start the vehicle. This also assumes you are within 5 feet of the vehicle's cockpit or driver's seat.

Gunfighter (minor feat) (+1 Dex) You have a quick trigger finger and can shoot accurately in close quarters.  

  • You don’t suffer disadvantage for attacking with a firearm against an adjacent opponent.  
  • You can take a bonus action to treat any firearm you wield that does not have the slow-firing property as if it had the Burst 3 property until the end of your turn.

Advance Combat Training (Level 5). Once during your turn, when you take the Attack action, you can make two attacks as part of that action.

Mending (Cantrip).  Cast Time: 1 minute Range: Touch Components: V, S, M (two lodestones) Duration: Instant

Repair a break or tear in an object you touch as long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
Can physically repair a magic item or construct, but can’t restore magic to the object.

Advanced Combat Driver (3rd Level). During a chase, if you use the Brace or Gain Ground action during your turn while driving/piloting a vehicle you can use a bonus action to make an attack with an integrated vehicle weapon.

Background: Delinquent

Profession: Transportation

  • Wealth Level 2
    • Lvl 2 Uses: 0/3
    • Lvl 1 Uses: 0/3
  • Available Downtime Days: 20

Carried Equipment (Carry Capacity: 10 (Combat Harness) Max Limit 12)

  • Molotov Cocktail Bulk: 2
  • Heavy Revolver Bulk 1
  • Sawed-off Shotgun Bulk 2
  • Brass Knuckles Bulk - 
  • Stun Gun Bulk 1
  • Pistol, Semi-auto Bulk 1
  • Smart Phone Bulk - 
  • Forklift Binded Bulk -

Stored Equipment

  • Rifle, Assault Carbine Bulk 3
    • Ranged Attack: +8 to hit, PV 3, range 800/1600 ft., one target. Hit: 12 (1d12 + 5) ballistic damage, or 19 (2d12 + 5) ballistic damage when using burst fire.
  • Common Car (Str +2 Dex +2 Con +2 AV 2, Top Speed 150, PAX 5, Price Level 2, Properties: Huge)
  • Driver's Pack
  • Monkey wrench 
  • Switchblade Knife

Spellcasting. Spellcasting ability is Intelligence (spell save DC 12, +5 to hit with spell attacks).
Known Cantrips: Mending, Green-Flame Blade

Known 1st level: Silvery Barbs, Hunter's Mark

Actions

Green-Flame Blade (Cantrip). Cast Time 1 Action, Range: Self (5ft radius). Components: S, M (a melee weapon). Duration: Instant

Make a melee attack against one creature within 5ft of you with your melee weapon. On a hit, the target suffers the weapon damage and a green fire can leap to another target 5ft of the hit creature taking fire damage equal to your Intelligence Modifier

  • 5th level it deals an extra (1d8)  to the target on hit and 1d8+Int Mod to the other creature

Brass Knuckles. Melee Weapon Attack:  +8 to hit, reach 5 ft., 1 target. PV1. Hit: 9 (1d6 + 5) bludgeoning damage. 

Improvised, Tiny. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. PV2. Hit: 8 (1d4 + 5) bludgeoning damage.

Summon Forklift. (Str -4 Dex +0 Con +2 AV 2, Top Speed 20, PAX 1, Price Level 2, Properties: Large)

  • Improvised, Large. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. PV2. Hit: 12 (1d12 + 5) bludgeoning damage.
    • Special Attack done from the Forklift. Uses Vehicle check for attack roll

Stun Gun. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. PV0. Hit: 3 (1d4) Electric damage.

  • Special: (On hit) target makes a Constitution Saving throw 14 versus being stunned till the end of its turn.

Heavy Revolver. RangedWeapon Attack:  +8 to hit, range 100/200 ft., 1 target. Reload: Action. Rounds 6 PV3 Hit: 11 (1d10 + 5) Ballistic damage. Properties: Loud

Sawed-off Shotgun. RangedWeapon Attack: +8 to hit, range 30/60 ft., 1 target. Reload: Action. Rounds 2. PV3 Hit: 12 (2d6 + 5) Ballistic damage. Properties: Burst 2, Loud, Restricted, Shot

  • Shot: Advantage on attack rolls made 30ft or closer
  • Burst 2: Fire 2 shots at disadvantage to deal (3d6 + 5)

Pistol, semi-auto. RangedWeapon Attack: +8 to hit, range 100/200 ft., 1 target. PV2. Reload: Bonus. Rounds 21. Hit:  11 (1d10 + 5) Ballistic damage. Special: Loud, Semi-auto

Molotov Cocktail (2/long rest). RangedWeapon Attack: +8 to hit, range 40/80 ft., 10ft radius. Hit: 8 (1d4 + 5) fire damage. Properties: Grenade

  • Grenade : Attack location DC5. Disadvantage if you can't see the location. Failed check roll 1d4 to determine direction of 10ft it lands from the spot
  • Special: (On hit) Targets make Dexterity Save 15 versus damage & burning condition (1d4 fire) 1/2 damage on successful save
Bonus Actions

Quickness (Level 2). You can take the Dash or Disengage action as a bonus action. In addition, during a foot chase, you have advantage on Strength (Athletics)

Previous Versions

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KulstorEbrou

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