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aurora

7 Level (0/34000 XP for level-up) fresh clone Background spliced clone Race / Species / Heritage corpo Alignment
enforcer
Level 7
Hit Dice: 7/7
1d10+5 Class 1

STR 10

+0

DEX 18

+4

CON 21

+5

INT 10

+0

WIS 11

+0

CHA 23

+6

97
Hit Points
+4
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
10
Passive Perception
Spellcasting ...
+9 Attack mod
CHA Ability
+6 Abi Mod
17 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+4 Dexterity
+5 Constitution
+0 Intelligence
+3 Wisdom
+9 Charisma
saving throws
+7 Acrobatics DEX
+0 Animal Handling WIS
+0 Arcana INT
+3 Athletics STR
+6 Deception CHA
+0 History INT
+3 Insight WIS
+6 Intimidation CHA
+0 Investigation INT
skills
+3 Medicine WIS
+0 Nature INT
+0 Perception WIS
+6 Performance CHA
+6 Persuasion CHA
+0 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
laz pistol +7 DEX 1d6+4 piercing/fire
 range 30,120
Submachine gun +7 DEX 1d6+4 piercing
 range 30,120
Combat rifle +7 DEX 1d8+4 piercing
 range 150,800
scav shotgun +7 DEX 1d10+4 piercing
 range 30/120
Attacks

Spell Book

--Sensitive Ears - You have advantage on Perception Checks made with hearing.
--Sensitive Eyes - You have Darkvision up to 60 feet.
--Sharpshooter
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
Your ranged weapon attacks ignore half and three-quarters cover.
Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.

Features & Traits
--two military weapons
--laz pistol
--scav shotgun
--a corpo’s pack
--a wrist nanobot dispenser
--living suit
--First Aid Kit
--Cook's Utensils
--an air filtering rebreather

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Armor: All armor, shields
Weapons: Civilian weapons, military weapons
Tools: First Aid Kit, Cook's Utensils

Languages & Proficiencies
+1 attack
300 black chips

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

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Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

Player's Handbook, pg. 223

Command

1-level Enchantment

Casting Time 1 Action
Range 60 ft
Duration 1 Round
Components V

Damage Type: None   Attack/Save Throw: WIS Save   Description: You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.   Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.   Drop. The target drops whatever it is holding and then ends its turn.   Flee. The target spends its turn moving away from you by the fastest available means.   Grovel. The target falls prone and then ends its turn.   Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At higher levels:
When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Class(es): Paladin

PHB, page 231

Detect Magic

1-level Divination (ritual)

Casting Time 1 action
Range Self
Duration Concentration, 10 minutes
Components V, S

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

  The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Class(es): Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

D&D 5e PHB Page 230

Cure Wounds

1-level Evocation

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Class(es): Bard, Cleric, Druid, Paladin, Ranger

Level 2 Spells

PHB

Aid

2-level Abjuration

Casting Time 1 Action
Range 30ft
Duration 8 hours
Components V, S, M
Materials a tiny strip of white cloth

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.

Class(es): Artificer, Cleric, Paladin, Sorcerer (Divine Soul)

Player's Handbook

Find Steed

2-level Conjuration

Casting Time 10 minutes
Range 30 feet
Duration Instantaneous
Components V,S

You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose, such as a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.   When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.   While your steed is within 1 mile of you, you can communicate with it telepathically. You can’t have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

Class(es): Paladin

PHB, page 289. Available in the SRD.

Zone of Truth

2-level Enchantment

Casting Time 1 action
Range 60 ft.
Duration 10 minutes
Components V, S

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.   An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.

Class(es): Bard, Cleric, Paladin

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