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TANGO BRAVO

10 Level (0/85000 XP for level-up) CORPO, JAWS MILITARY Background Warforged (Android) Race / Species / Heritage Alignment
Warlock, Swarm (Fathomless)
Level 10
Hit Dice: 10/10
1d8+2 Class 1

STR
8
-1
DEX
11
+0
CON
14
+2
INT
14
+2
WIS
16
+3
CHA
19
+4
73
Hit Points
+0
Initiative (DEX)
12
Armor Class (AC)
+4
Prof. Bonus
50/50/50
Speed (walk/run/fly)
13
Passive Perception
Spellcasting ...
+8 Attack mod
CHA Ability
+4 Abi Mod
16 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
-1 Strength
+0 Dexterity
+2 Constitution
+2 Intelligence
+7 Wisdom
+8 Charisma
saving throws
+0 Acrobatics DEX
+3 Animal Handling WIS
+2 Arcana INT
-1 Athletics STR
+4 Deception CHA
+6 History INT
+3 Insight WIS
+4 Intimidation CHA
+6 Investigation INT
skills
+3 Medicine WIS
+2 Nature INT
+3 Perception WIS
+4 Performance CHA
+4 Persuasion CHA
+2 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

1st Level Sublass Features
Nanite Swarms, 1st-level Fathomless feature: You can magically summon a nanite swarrm(spectral tentacle) that strikes at your foes. As a bonus action, you create a 10-foot-long nanite lance (tentacle) at a point you can see within 60 feet of you. The swarm (tentacle) lasts for 1 minute or until you use this feature to create another.
When you create the swarm, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.
As a bonus action on your turn, you can move the swarm up to 30 feet and repeat the attack.
You can summon the swarm a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Gift of the Sea, 1st-level Fathomless feature: You gain a swimming speed of 40 feet, and you can breathe underwater.

Level 4 ASI Increase: +1 to Int (now 14) and +1 to Cha (now 18)

6th Level Subclass Feature:
Oceanic Soul, 6th-level Fathomless feature. You are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.
Guardian Coil, 6th-level Fathomless feature. Your Nanite Swarms can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the swarm, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8.

8th Level Feature: 
Spell Sniper, You gain the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20. (Selected Cha, now 19)
Bypass Cover. Your attack rolls for spells ignore Half Cover and Three-Quarters Cover.
Casting in Melee. Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with spells.
Increased Range. When you cast a spell that has a range of at least 10 feet and requires you to make an attack roll, you can increase the spell's range by 60 feet.

10th Level Subclass Feature:
Grasping Swarm, 10th-level Fathomless feature
You learn the spell Grasping Swarm (Evard's black tentacles). It counts as a warlock spell for you, but it doesn't count against the number of spells you know. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.
Whenever you cast this spell, your patron's magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can't break your concentration on this spell. 
Grasping Swarm
Casting Time: Action
Range: 90 feet
Components: V, S, M (a piece of tentacle from a giant octopus or a giant squid)
Duration: Concentration, up to 1 minute
Squirming, ebony nanites fill a 20-foot square on ground that you can see within range. For the duration, this writhing nanite mass turns the ground in the area into difficult terrain.
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the nanites until the spell ends. A creature that starts its turn in the area and is already restrained by the nanites takes 3d6 bludgeoning damage.
A creature restrained by the swarm can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

Features & Traits
BACKGROUND: Corporate, +1 ASI (STR)
Starting Item; 300 data, Corporate Datalocker (keycard)
Jaws (Military Corp), +1 STRYou gain prof in all armour and weapons, if you already have prof then you gain a +1 to AC and attack rolls.
Once per long rest, you can take over a creatures cybernetics causing them to take orders. They usergo the effects of the command spell but the self harm effect is negated.

IMPLANTS: 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.
Echo Synapse - An implant grants you the extraordinary ability to momentarily halt the flow of time, allowing you to prepare and strategize during combat. This implant provides you with the ability to activate a limited time stop effect. The Echo Synapse implant offers the following benefits..
Temporal Suspension: Once per long rest, you can activate the Echo Synapse implant to trigger a momentary time stop. When activated, time freezes for everyone except you, effectively granting you an extra round to plan and prepare.
Tactical Advantage: During the time stop, you can use your turn to take actions, move, and position yourself strategically without any time passing in the outside world.
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
7 Warlock Invocations: Agonizing Blast, Beast Speech, Cloak of Nanites (Flies), Open Source, Spirit Rider, Aethiric Armoury, Shroud of Shadow
4 Cantrips: Eldritch Blast, Sword Burst, Thunderclap, Nanite Swarm (Infestation)
2 Level 5 Spells: Nanite Grasp (Bigby's Hand) Cone of Cold
Spellcasting


Notes


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