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Jackie Marlov

10 Level (0/85000 XP for level-up) Olympia Background Aasimar Race / Species / Heritage Alignment
Rogue
Level 10
Hit Dice: 10/10
1d8+2 Class 1

STR
12
+1
DEX
18
+4
CON
14
+2
INT
13
+1
WIS
12
+1
CHA
11
+0
100
Hit Points
+4
Initiative (DEX)
10
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
+8 Expertise Bonus
+4 Proficiency Bonus
+1 Strength
+8 Dexterity
+2 Constitution
+5 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+12 Acrobatics DEX
+1 Animal Handling WIS
+9 Arcana INT
+1 Athletics STR
+0 Deception CHA
+1 History INT
+1 Insight WIS
+0 Intimidation CHA
+9 Investigation INT
skills
+1 Medicine WIS
+1 Nature INT
+1 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+1 Religion INT
+12 Sleight of Hand DEX
+4 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rocket Launcher +4 DEX 2d6+4 thunder
 Range, Ammunition, Blast, Heavy, Massive
Attacks
Demolitions Expert
TTT
You are a master with blast weapons and explosive equipment, gaining the following benefits:

When you miss an attack with a firearm with the blast property, you can use your reaction to detonate your ammunition in a space adjacent to the target, as if you had hit a target in that space with the attack.
You ignore the reload property on firearms with the blast property which require a bonus action to reload. Firearms with the blast property which require an action to reload can instead be reloaded with a bonus action.
You add half your proficiency bonus (rounded down) to damage rolls and the DC for saving throws caused by your explosives. When you use an antimagic grenade, you can add half your proficiency bonus to the d20 roll to end spells. You can throw explosives at twice the normal range.

Saboteur
There are countless situations where sabotage, terrorism, catastrophic failure, and bombings have changed the course of history. A true Saboteur knows that any goal is achievable with enough explosives. If a job has a car that needs stopping, a skyscraper that needs dropping, or a person that needs popping, then look no further.

The real challenge for the Saboteur is knowing when to stop. Some saboteurs let the force multipliers at their fingertips go to their head, becoming a mad bomber. In these cases, self-destruction is inevitable, but at least it's always one hell of a fireworks show.

Level 3: Bombardier
When you choose this archetype at 3rd level, you gain proficiency with the grenade launcher, rocket launcher, thumper, and demolitionist's tools. When you make an attack with a blast weapon with which you are proficient, you can choose which targets other than the primary target are affected by the weapon's blast property.

You also gain an additional way to use your Sneak Attack; you can use Sneak Attack against objects and vehicles as long as you don't have disadvantage on the attack roll.

Level 3: Hair Trigger
At 3rd level, you can use the bonus action granted by your Cunning Action to use any explosive that can be used as an action, or to use your demolitionist's tools to disarm explosives.

Level 9: Blastjumper
At 9th level, you can give yourself a blast-propelled boost of speed. You can use the bonus action granted by your Cunning Action to expend one ammunition from a weapon with the blast property you are holding. You immediately fly up to 40 feet in a straight line in any direction. If you are not on the ground at the end of the movement, you fall.

Additionally, you gain resistance to thunder damage and can fall up to 40 feet without taking damage.

Healing Hands. As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total rolled. Once you use this trait, you can't use it again until you finish a Long Rest.
Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it.

Celestial Revelation. When you reach character level 3, you can transform as a Bonus Action using one of the options below (choose the option each time you transform). The transformation lasts for 1 minute or until you end it (no action required). Once you transform, you can't do so again until you finish a Long Rest.

Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage's type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance.

Here are the transformation options:

Heavenly Wings. Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a Fly Speed equal to your Speed.

Inner Radiance. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus.

Necrotic Shroud. Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn.

Features & Traits
Mind-Breakers - Embedded against the back of your skull, the Mind-Breakers implant grants you a powerful ability to perceive time differently during moments of crisis. When activated, you can force yourself to see the world in slow motion. This ability comes with the following benefits:
Slow Motion Perception: As a free action, you can activate the Mind-Breakers implant, allowing you to perceive the world around you in slow motion. This altered perception provides you with an edge in combat and critical situations.

Additional Reaction: While under the effects of slow motion perception, you gain an additional reaction that you can use until the start of your next turn.

Advantage on All Checks: Your heightened state of perception grants you a significant advantage in all checks until the start of your next turn. This includes ability checks, saving throws, attack rolls, and any other checks that may arise during this period.

The Mind-Breakers implant can only be safely activated once per long rest, you can use this more than once but every use gives you a level of exhaustion which last for d4+1 days.




Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money


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