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Welder (Designation: Y68) in Dungeons & Dragons 5e

Welder (Designation: Y68)

1 Level (0/300 XP for level-up) City Worker Background Expie Gunsaw Race / Species / Heritage Chaotic Neutral Alignment
Rogue
Level 1
Hit Dice: 1/1
1d8+2 Class 1

STR 11

+0

DEX 17

+3

CON 15

+2

INT 9

-1

WIS 14

+2

CHA 14

+2

10
Hit Points
+3
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+5 Dexterity
+2 Constitution
+1 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+5 Acrobatics DEX
+2 Animal Handling WIS
-1 Arcana INT
+2 Athletics STR
+2 Deception CHA
-1 History INT
+2 Insight WIS
+2 Intimidation CHA
+1 Investigation INT
skills
+2 Medicine WIS
-1 Nature INT
+4 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
-1 Religion INT
+5 Sleight of Hand DEX
+5 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
Age. Gunsaw are decanted, not born, and reach functional maturity in about two years. Natural lifespan is 40 to 50 years without augmentation or interference; a Gunsaw is middle-aged by her mid-twenties. Very few reach the ceiling — the deployments get there first, which is the point.
Alignment. No innate tendency. What a Gunsaw becomes is almost entirely a record of what was done to her.

Size. Small. About 4 feet, 50 to 70 lb. (Remember the Small-creature rule: you have disadvantage on attack rolls with Heavy weapons.)

Speed. 30 feet.

Darkvision. You have darkvision out to 60 feet. You were made to go into places with no light and come back out.

Keen Smell. You have advantage on Wisdom (Perception) and Wisdom (Survival) checks that rely on smell.

Hazard-Bred. You have advantage on saving throws against poison, and resistance to poison damage.

Underestimated. You have advantage on Charisma (Deception) checks made to appear harmless, unintelligent, or beneath notice. This is not entirely a skill. Most of it is other people doing the work for you.

Claws. Your claws are natural weapons. You can use them to make unarmed strikes dealing 1d4 slashing damage instead of the bludgeoning damage normal for an unarmed strike, and they have the finesse property.

Amplified Affect. Your emotional range was engineered to run hotter than baseline — the CSC classified it internally as asset protection, on the reasoning that a frightened unit survives longer. You have disadvantage on saving throws against being frightened. Once per short or long rest, when you fail a save against fear or when you drop to half your hit points or fewer, your next weapon attack before the end of your next turn deals an extra 1d6 damage.

Ill-Fitting World. Your hands are four-fingered, clawed and paw-based, and nothing in the galaxy is built for them. You have disadvantage on ability checks made using tools, vehicles or equipment built for Medium humanoids. You can spend 1 hour adapting a single item — re-wrapping grips, re-tying straps, re-cutting a stock — to remove this for that item permanently.

Languages. You can speak Common, but haltingly; your vocal anatomy was not shaped for it. You cannot read or write Common unless you were specifically taught, and almost none of you were. You also know Pack-Cant, the creole Gunsaw have grown out of the minimal command-pidgin they were issued.

People have a tendency to ignore you. You can utilize this to slip into crowds or hide in plain sight. Also, people are less likely to suspect you or question your movements throughout the city, as they think you're just going about your job. However, this depends on your job sometimes. For example, people would wonder why a lamplighter is wandering around an alleyway in the daytime, when there are no lamps to be lit. However, they won't question why a gravedigger is hanging around the coffin shop.

Features & Traits
Plushie (found in trash heap)
Welder
Wrench
Screwdriver
Hard-hat
various safety equipment

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Language: Common(s), Pack-cant(s)

Armor: light armor
Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: thieves' tools

Languages & Proficiencies
I get lost in my daydreams often.

Personality Traits
If I hurry, I have more time to myself. Who cares how badly I did my job? (Chaotic)

Ideals
I have a workmate who disappeared.

Bonds
I perform my duties poorly, if at all.

Flaws


™ & © 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.

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