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Elijah Ocean

10 Level (0/85000 XP for level-up) Corporate-Jaws Background Human Race / Species / Heritage Alignment
Fighter
Level 10
Hit Dice: 10/10
1d10+3 Class 1

STR
18
+4
DEX
12
+1
CON
16
+3
INT
10
+0
WIS
12
+1
CHA
8
-1
123
Hit Points
+1
Initiative (DEX)
20
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
15
Passive Perception
+8 Expertise Bonus
+4 Proficiency Bonus
+10 Strength
+1 Dexterity
+7 Constitution
+0 Intelligence
+1 Wisdom
-1 Charisma
saving throws
+5 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
+10 Athletics STR
-1 Deception CHA
+0 History INT
+1 Insight WIS
-1 Intimidation CHA
+0 Investigation INT
skills
+1 Medicine WIS
+0 Nature INT
+5 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+0 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
Level 1: Feat 1: Defense: While you're wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.
Level 4: Feat 2: Dueling: When you're holding a Melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Level 6: Feat 3: Blind Fighting: You have Blindsight with a range of 10 feet . See anything that isn't behind total cover, even if blinded, or the enemy is invisible.
Level 8: ASI +1: STR


Human : Origin Feat Gained
Tough

Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.

-------------------------

NOTES ONLY:
Origin Starting: Corporate:
+1 ASI (went into str)
Starting Item;
300 data
Corporate Datalocker (keycard)

Sub Origin: Jaws (Military Corp)
+1 STR
You gain prof in all armor 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 undergo the effects of the command spell but the self harm effect is negated.

Features & Traits
----Integrated Grapple Gun (Tier 1)
Cyberware
You have a grappling hook launcher implanted into your arm. As an action or a bonus action you can launch a grappling hook and cable up to 200 feet. It can be used to reel or give slack, allowing the user to climb up or down the length of the cable at the user's walking movement speed. Requires a free hand to use. Can support up to 5,000 lb. of weight.

In addition, you can use a free hand to make a special ranged attack against a creature you can see within 30 feet of you. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. If the target is a creature your size or smaller, you can make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use) to pull it next to you and grapple it. If there is no open adjacent space, then the creature stops in the nearest available open space and is not grappled. Alternatively, if the target is larger than you, you can choose to be pulled to it. However, this does not grapple it.

Finally, as a reaction to falling, you can fire your grappling hook to stop falling, provided there is a target within 200 feet of you that you could reasonably hook, and the distance from you to the target is greater than the distance you would fall. Instead of falling, you swing to hang beneath the target.

----Muscle Reinforcement (Tier 1)
Cyberware
Through the implantation of synthetic muscles and ligaments, your muscular system is enhanced beyond its biological limitations. At tier 3, your muscles are replaced with carbon fibers that, when activated by your nervous system, let you perform impossible feats of might.

You gain a +2 bonus to Strength ability checks and Strength saving throws. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You can grapple creatures up to two sizes larger than you.

When you hit a creature with a melee attack you can deal an additional 2d6 bludgeoning damage and shove it. If you win the contest, you push it up to 10 feet away, and knock it prone. You can't use this ability again until you finish a short or long rest.

----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.

(A) Studded Leather Armor (ac 12 + dex), Scimitar (1d6 Slashing, + str mod), Shortsword (1d6 Piercing + str mod), Longbow (1d8 Piercing), 20 Arrows, Quiver, Dungeoneer's Pack,.. Full Plate Mail ( AC 18)

Shock Baton: Martial weapon, melee weapon: 1d8 Lightning Special, Special. When an attack with this weapon reduces a target to 0 hit points, they are automatically stabilized. Additionally, when a creature is hit with this weapon, instead of dealing damage, the wielder can choose to cause the target not to be able to take reactions until the start of its next turn.


Magnum: Weapon: Martial weapon, ranged weapon, firearm. 2d8 Piercing
Ammunition (70/280 ft.), reload (8 shots)
Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. The ammunition of a firearm is destroyed upon use.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.

Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).


----Corporate Datalocker (keycard)
----502796 data, 11 GP. and 1 favors.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Lang: Common.
Prof: Acrobatics, Athletics, Perception.

Languages & Proficiencies
Background: Elijah was the guy the military corp sent in to get the job done, along with a team(usually with the same 4 other people). He started from the bottom and slowly made a name for himself. However, after of years doing his job several months ago he decided he made it as far has he could go in the corp. He left, (of his own free will), and left a calling card. "If you ever really need me you know where to find me." Since then he has taken on a few on jobs for the money, but has been happy with the new pace of life.

Personality Traits
Protect others, Get the job done when you take it.

Ideals
Military ties. Even if they are his enemy he has respect for those that severed.

Bonds
Claustrophobia. when it's not in his control. Example, having to climb through a vent during a mission, having to hide in a small closest.

Curious (which can be a good thing),

Vengeful

Flaws
Level 1: Fighting Style :


Level 1: Second Wind: You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level. You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.

Level 1: Weapon Mastery: Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices. When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.

Level 2: Action Surge: You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can't do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.

Level 2: Tactical Mind: You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.

Level 3: Fighter Subclass: Echo Knight:

-----Manifest Echo
You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.

Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.

-You can use the echo in the following ways:

-As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.
-When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.


-----Unleash Incarnation
You can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Level 5: Extra Attack: You can attack twice instead of once whenever you take the Attack action on your turn.

Level 5: Tactical Shift: Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.

Level 7: Subclass Feature: Echo Avatar
You can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.

Level 9: Indomitable: If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest.

You can use this feature twice before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17.

Level 9: Tactical Master: When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.

Level 10: Subclass Feature: Shadow Martyr

You can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.

Once you use this feature, you can't use it again until you finish a short or long rest.

Notes


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