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Oki

10 Level (0/85000 XP for level-up) Ripperdoc Background Grey Oni Race / Species / Heritage Chaotic evil Alignment
Rogue
Level 10
Hit Dice: 10/10
1d8+2 Class 1

STR
14
+2
DEX
17
+3
CON
15
+2
INT
17
+3
WIS
14
+2
CHA
10
+0
73
Hit Points
+3
Initiative (DEX)
10
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
Spellcasting ...
+7 Attack mod
INT Ability
+3 Abi Mod
15 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+2 Strength
+7 Dexterity
+6 Constitution
+7 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+11 Acrobatics DEX
+2 Animal Handling WIS
+11 Arcana INT
+2 Athletics STR
+0 Deception CHA
+3 History INT
+2 Insight WIS
+0 Intimidation CHA
+11 Investigation INT
+10 Medikits WIS
skills
+2 Medicine WIS
+3 Nature INT
+2 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+3 Religion INT
+11 Sleight of Hand DEX
+11 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Steady Aim (Optional)
At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Uncanny Dodge
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Mage Hand Legerdemain
Starting at 3rd level, when you cast Mage Hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

You can stow one object the hand is holding in a container worn or carried by another creature.
You can retrieve an object in a container worn or carried by another creature.
You can use thieves' tools to pick locks and disarm traps at range.
You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action to control the hand.

Magical Ambush
Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.

Features & Traits
Mantis Blades: The Mantis Blades implant replaces your forearms with a pair of retractable, razor-sharp blades that you have proficiency in, does D6 damage. This implant offers the following benefits:

Leap and Attack: As a bonus action, you can activate the Mantis Blades and propel yourself towards a target within a distance equal to either your Strength or Dexterity score (rounded up to the nearest 5 feet). Upon reaching the target, you can make a melee weapon attack against them.

Precision Strikes: The Mantis Blades grant you the finesse property, allowing you to use your Dexterity modifier instead of Strength for attack and damage rolls when wielding them.

Enhanced Acrobatics: The Mantis Blades enhance your agility and acrobatic prowess. You have advantage on Athletics checks related to jumping or climbing



Tomb Carrier - As a self-sacrifice option, your character has a powerful explosive device implanted in their skull. This implant is typically given to individuals on death row or prisoners in their probation period who have volunteered for this dangerous duty; while others tend to be adrenaline junkies who want to feel the edge of death.

The bomb implanted in your skull has a highly destructive charge. As an action, you can choose to activate the explosive device, triggering a devastating mana explosion that engulfs a large area. When you activate the explosive charge, your character willingly sacrifices themselves causing their head to explode. The explosion deals force damage to all creatures and structures within a 120ft radius. The force damage is equal to double your maximum hit points, and any creature reduced to 0 hit points in the explosion are Disintegrated.

In addition to the sacrificial detonation, the Tomb Carrier implant possesses a unique effect that triggers upon the death of the character. When your character dies from something except from this implant, the Tomb Carrier implant releases a surge of mana. This energy radiates outward from your body, causing the catastrophic damage to the surrounding area as if you had activated the sacrificial detonation effect.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 50, Platinum: 0 Money
Mage hand, Minor illusion, Booming Blade, Message
Silvery Barbs, Silent Image, Disguise self, Distort Value
Invisibility, Misty Step, Shadow Blade
Spellcasting
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' tools
Common, Oni, Thieves Cant

Skill expert
Prof in Arcana
Expertise in Arcana

Keen mind
Source: Player's Handbook

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.
You always know which way is north.
You always know the number of hours left before the next sunrise or sunset.
You can accurately recall anything you have seen or heard within the past month.

Languages & Proficiencies
RipperDoc
You have prof and expertise in medikits
On a long rest, you can alter a yourself or another creatures cybernetic giving them an additional bonus for the next 8 hours, you can choose one of the following;
prof in a save
(con on myself)

NeuroFi (Free) - This handy implant gives an array of benefits and in addtion it doesn't count towards your total amount of allowed implants due to the low harm the device produces. You gain the following benefits;
The implant allows you to wirelessly connect to local Wi-Fi networks. This can provide you with access to information, maps, and data in real-time. You gain proficiency in Investigation checks when searching for digital information.

Deeper Web Connection: Once a day, the implant grants you access to the Deeper Web, a hidden realm of the internet that is inaccessible to most individuals. You can use this connection to gather secret information, find black market goods, and potentially interact with powerful entities lurking within the Deeper Web.

Holographic Display: Through the implant, you can project a holographic heads-up display (HUD) visible only to you. This HUD can provide you with vital information such as health, status effects, and inventory. It can also display augmented reality overlays, aiding you in perception-based checks.

Language Translator: The implant includes a language translator module, allowing you to understand and speak any language you encounter. This grants you the ability to communicate with a wide range of creatures and overcome language barriers.

Time Distortion: When you deal damage to a creature, they are marked with an essence of time. For the next minute, whenever the marked creature would start its turn, it takes force damage equal to your prof mod.

You can have a max amount of marked creatures equal to your prof mod, and any newer marked will cause the older marks to disappear if you so choose.

Warriors of Time: When you make a melee attack on your turn, your reach for it is 5 feet greater than normal as you hit them from another possible time.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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