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Urzie Wizmie
Level 3 (0/2700 XP for level-up)
Background Temporal Transient
Size Medium
Species Deepkin (Choker)
Gadgeteer
Subclass Hivemaster
Level 3
Hit dice 3/3
1d6+2

STR 10
+0
STR save: +0
DEX 15
+2
DEX save: +4
CON 14
+2
CON save: +2
INT 17
+3
INT save: +5
WIS 9
-1
WIS save: -1
CHA 12
+1
CHA save: +1

Initiative (DEX)
+2
Speed
30 ft., climb 30 ft.
Passive Perception
9
Heroic Inspiration
Armor Class (AC)
13
Leather Armor
Hit Points
22 / 22
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+5
Ability
INT
Abi Mod
+3
Save DC
13
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Repeater +4 DEX 2d6+2 radiant
  Properties: Blaster (range 60/180)
Anti-matter Dagger +4 DEX 1d4+2 necrotic
  Properties: Finesse, light
Concussion Rifle +4 DEX 2d8+2 thunder
  Properties: Blaster (range 160/480), heavy, sighted, two-handed
Taser +5 INT 1d8 lightning
Tentacles +2 STR 1d4 bludgeoning
  Properties: Reach
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Leather Armor 13
Skills
P/E Bonus Skill Abi
+2 Acrobatics DEX
-1 Animal Handling WIS
+5 Arcana INT
+0 Athletics STR
+3 Deception CHA
+5 History INT
-1 Insight WIS
+1 Intimidation CHA
+3 Investigation INT
-1 Medicine WIS
+3 Nature INT
-1 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+3 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+1 Survival WIS

+4 Expertise Bonus
+2 Proficiency Bonus
Spell Book

Level 2 Spells
1 slots

NAME AB CAST RNG DUR DMG CMP #
Geodesic Shield
+5
Action Touch 10 minutes V, S
 Notes:   Translucent, triangular plates of force assemble to form a 15-foot radius spherical dome around you, centered on a point you touch. The dome contains clean, breathable air, and airborne substances, such as poisonous gas, smoke, or fog can't penetrate within it. The dome insulates those inside it from extreme temperatures, regardless of the outside environment. Creatures can walk freely into or out of the dome, but the dome blocks ranged attacks, spells, and other effects. The dome has AC 10 and 20 HP. The spell ends when the dome is reduced to 0 HP.
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 22, Platinum: 0
Bastions
Treasure and Equipment
Anti-matter Dagger, Repeater, Concussion Rifle, Mechanist’s tools, Engineer's Pack (Includes a backpack, a comm set, a crowbar, a datapad, a flashlight, a hammer, an igniter, a life suit, dozens of assorted nuts and bolts, an omnitool, 10 rolls of vent tape, and a wristwatch.), Nanofiber Vest (leather armor), Disguise Kit, 2 Costumes, Mirror, 2 Pouches, Traveler’s Clothes.
Proficiencies, Languages, and Talents
Armor Training: Light Armor
Weapon Training: Simple and martial blasters, simple weapons
Tool Proficiencies: Alchemist’s supplies, circuitry kit, mechanist’s
tools, ship maintenance tools, smith’s tools, tinker tools
Languages: Common, Deep Speech, Celestial, Gith, Thri-kreen
Features & Traits

Background


Spatiotemporal Awareness. Your misadventures across time and space have left you with an uncanny sense of where and when you are at all times. You always know what time of day it is, even in locations where the diurnal cycle or the passage of time don’t function as normal. In addition, when you’re transported across time or space, you know how far you are from the point of origin and in which direction, as well as the date.

Species



Aberrant. You can read, speak, and write Deep Speech and you have advantage on saving throws against effects and spells that specifically target humanoid creatures.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Boneless. You can move through and occupy a space as narrow as 5 inches wide without squeezing, unless you wear medium or heavy armor.
Tentacles. Your arms are composed of a pair of tentacles which effectively function like a pair of arms, including fingers and opposable thumbs. Your tentacles grant you a climbing speed equal to your movement speed and can be used to make unarmed strikes. Your tentacles have the reach property, and when you use them to make unarmed strikes and hit with them, they deal 1d4 + your Strength modifier bludgeoning damage.

Whenever you hit a target with your tentacles, you can choose to not deal damage and grapple the target instead.
Stretchy Limbs. When you wield a melee weapon that does not have the heavy property, your reach with that weapon is increased by 5 ft. Additionally, any spell you cast with the range of touch has its reach increased by 5 ft.

Class


Ai Companion. you are assisted by an AI companion, an intricate data construct which lives on your datapad and possesses near human-like levels of intelligence. When it manifests, it does so as a simple geometric projection; otherwise, it is merely a voice in your ear, checking your reasoning and informing you of relevant information. Your companion can solve any arithmetic or strictly logical problem you pose to it.
Additionally, whenever you make an Intelligence (Arcana) check, you can treat the result as 10, or your gadgeteer level + your Intelligence modifier, whichever is higher.
Gadgets. you begin to amass a collection of cutting-edge technological devices called gadgets. You gain one gadget of your choice for which you meet the prerequisites. Because your gadgets are powered by your personal power cell, no other creature can use them. If one of your gadgets is lost or damaged, you can fashion a new one for no cost when you take a long rest.

You acquire additional gadgets as you gain levels in this class, as shown on the Gadgeteer table. Additionally, when you gain a level in this class, you can choose one of the gadgets you have and replace it with another one that you could gain at that level.
Overcharge. With your technical aptitude and ingenuity, you can modify blasters to fire in more intense bursts. once on each of your turns when you hit a target with an attack from a blaster, you can deal an additional die of damage to that target.
Mechanized Autonomous Construct. You have put the finishing touches on a Mechanized Autonomous Construct (a MAC), which is a specially-constructed automaton piloted by your AI.

On your turn, you can mentally command your construct if it is within 500 feet of you (no action required). You decide what action it will take and where it will move during its turn, or you can issue a general command, such as to guard a particular chamber or corridor. In combat, your construct's actions are governed by its Combat Protocols, which you can switch as a bonus action on your turn. If you are incapacitated or absent, your AI guides your construct to protect you and itself.

If your construct drops to 0 hit points, it becomes disabled. When you take a long rest, you can repair your construct to its full hit points. You are always considered to have enough materials to build and repair your construct.

You can integrate weapons and
gadgets directly into your construct. You can integrate one two-handed melee weapon, two one-handed melee weapons,
or a one-handed melee weapon and a gadget. When your construct draws an integrated weapon or gadget, the item snaps to its hand and it can’t be disarmed of it. Your construct is proficient with any weapons integrated into it. The construct takes the Use an Object action to activate an integrated gadget.

Subclass


Hivemaster. You gain a special drone controller magic item and a pair of drones. These drones can be any two of the following three: a defense drone, a medical drone, or a recon drone (see Monsters chapter for statistics). Your drone controller is linked to both drones and you can use your bonus action to command all of your drones at once.

Your drones are improved in the following ways:

  • You can add your level to the HP of your drones.

  • When one of your drones makes an attack, its attack bonus equals your proficiency bonus + your Intelligence modifier.

  • When your medical drone heals a creature, it restores 1d10 hit points.

  • Your recon drone marks three creatures it can see, instead of only one.


Your drone controller can only command three drones at a time, and only two of those drones can be the same type, but you can deploy a stored drone as an action if one becomes disabled. Whenever you gain a level in this class, you can retrofit one of your drones, changing it into a different type.
Feats

Astute


Knack. You have a number of Knack Dice, which are d6s, equal to your Proficiency Bonus and can spend the dice on the benefits below. You regain your expended Knack Die when you finish a Long Rest.
Shrewd. When you make an Investigation or Perception check to detect the presence of hidden traps or creatures, you can expend 1 Knack Die and add that die to the ability check.
Slippery. When you take damage from an attack or a Dexterity saving throw, you can take a Reaction to expend any number of Knack Dice and reduce the damage by the number you roll on your Knack Dice.

Precognitive


You sometimes feel impressions of events an instant before they happen. When you begin your turn, you can choose to roll a d20 and record the number rolled. The next attack roll, ability check, or saving throw you make before the end of your turn is replaced with this roll. You can use this ability three times and regain all expended uses when you finish a long rest.
Gadgets

Adaptable Omnitool


This gadget can be configured into a number of useful devices, including the following:
Auto-Entry Device. This device automatically attempts to crack physical locks or hack powered doors when set to do so as an action. Its ability check for doing so is 10 + your Intelligence modifier.
Rebreather. You can start or stop breathing through this apparatus as a bonus action. When doing so, you can breathe normally in airless environments. This device also shelters you from toxic fumes and other airborne poisons. You can't talk while breathing through this device.
Scanner. As an action, you can use your handheld scanner to analyze the electromagnetic spectrum around you. Your scanner detects the presence, number, and type of technological devices within 30 feet of you and can determine whether or not a unique construct or device has been present in the area within the last hour.
Taser. This device produces a debilitating current of electricity when you use it as an action. Make a melee attack roll (attack bonus equals your Intelligence bonus + your proficiency modifier) against the target. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn. This damage increases to 2d8 lightning damage at when you reach 5th level, 3d8 at 11th level, and 4d8 at 17th level.

Transmat Deck


The transmat deck is a handheld device with a large, flat screen that is connected to an extradimensional space. As an action, you can touch an object that isn't being worn or carried to the deck, teleporting it to the extradimensional space. The object must be less than 4 feet across in every dimension and weigh less than 150 pounds. The transmat deck can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. Its inventory can be viewed on its screen. As an action while holding the deck, you can select any item stored in the space and teleport it to your hands or an unoccupied space on the ground within 5 feet of you.

A deck is also generally locked with a password associated with its   Only someone with the password can store or retrieve items from the space (barring unauthorized access, which can be accomplished with a successful DC 18 Intelligence (Data) check to hack the device).

Bubble Shield


You construct a device that, as an action, creates a dome of force as if you had cast the spell geodesic shield. You don't need to concentrate on this spell. Once you use this gadget, you can’t use it again until you finish a long rest.


™ & © Wizards of the Coast - D & D 5e Character Sheet v3.04, made by Tillerz - Updated: 2025-06-11

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Lost_Andromeda.

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