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Domino
Level 4 (0/6500 XP for level-up)
Background Neon Odyssey Basic
Size Medium
Species Isotron
Scoundrel
Subclass Operative
Level 4
Hit dice 4/4
1d8+2

STR 13
+1
STR save: +1
DEX 20
+5
DEX save: +7
CON 14
+2
CON save: +2
INT 16
+3
INT save: +5
WIS 16
+3
WIS save: +3
CHA 12
+1
CHA save: +1

Initiative (DEX)
+7
Speed
30
Passive Perception
13
Heroic Inspiration
Armor Class (AC)
16
Light
Hit Points
40 / 40
Death Saves
Succeeded
Failed
Exhaustion


Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Unarmed +7 DEX Bludgeoning
Combat Knife +7 DEX 1d4+5 Peircing
  Properties: Finesse, Light, Powered (1d6), Thrown (Range 20/60) Nick
Quick Blade +7 DEX 1d6+5 Peircing
  Properties: Finesse, Light, Powered (1d8) Vex
Light Laser Pistol +7 DEX 1d6+5 Radiant
  Properties: Ammunition (Range 80/320; Power Cell), Close Quarters, Light, Reload (50 Shots) Nick
Light Pistol +7 DEX 1d6+5 Peircing
  Properties: Ammunition (Range 80/320; Bullets), Close Quarters, Light, Reload (15 Shots) Vex
Sniper Rifle +7 DEX 2d6+5 Piercing
  Properties: Ammunition (Range 300/1,200; Bullets), Heavy, Loading, Two-Handed Graze
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Light 16
Skills
P/E Bonus Skill Abi
+7 Acrobatics DEX
+3 Animal Handling WIS
+3 Arcana INT
+1 Athletics STR
+3 Deception CHA
+3 History INT
+7 Insight WIS
+1 Intimidation CHA
+5 Investigation INT
+3 Medicine WIS
+3 Nature INT
+3 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+3 Religion INT
+5 Sleight of Hand DEX
+9 Stealth DEX
+3 Survival WIS
+5 Computer INT
+5 Technology INT

+4 Expertise Bonus
+2 Proficiency Bonus
Spell Book
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0
Treasure and Equipment

Light Armor, 20 Bullets, 4 Power Cells, Magazine, Bypass Tools, Spiking Deck, Intruder’s Pack (Rucksack, Canteen, Flashlight, Grapnel, Lighter, Motion Sensor, Power Cell, Pry Bar, 5 Ration Pouches, Steel Bearings, Synth Line), Ascension Gun




Proficiencies, Languages, and Talents

Proficiencies:



Weapons: Simple weapons, and Martial weapons that have the Finesse or Light property, Sniper rifles
Tools: Bypass Tools, Spiking tools, Forger's Kit and Infiltrator's Kit
Vehicles: Light Planetary, Light Mecha


Armor: Light


Languages: Common, Signal,



Resistances: Lightning, Psychic



Weapon Mastery: Sniper rifle, combat knife




Features & Traits

Feats



Portal Jumper   



Otherworldly Resilience. You have Resistance to one of the following damage types: Necrotic, Psychic, or Radiant (choose when you select this feat).



Portal Step. You can spend 15 feet of movement to teleport to an unoccupied space you can see within 15 feet of yourself. You can use this benefit a number of times equal to your Proficiency Bonus but only once per turn, and you regain all expended uses when you finish a Long Rest.



Isotron



Data Jump. You always have the Misty Step spell prepared. You can cast it without a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. You can also cast it using any spell slots you have of the appropriate level. 



When you cast the spell using this trait while you are within 5 feet of a power or data connection, if your destination space is also within 5 feet of that connection, you don’t expend a use of this trait. 



Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose the ability when you select this species). 



Hard Light Body. You don’t gain Exhaustion levels from dehydration, malnutrition, or suffocation. 



Hypergrid Soul. You have Advantage on saving throws against spells and magical effects. Native Interfacing. You have proficiency in the Computers skill, and you can interface with a data port as if you were using a Spiking Deck by touching the port. 



Surge Protection. You have Resistance to Lightning damage. 



Scoundrel/Echo:



Level 1 Cheap Shot



You don’t play fair, and you know how to strike an opponent when and where they least expect it. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or Ranged weapon. The extra damage type is the same as the weapon’s type. 



You don’t need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition, and you don’t have Disadvantage on the attack roll. 



The extra damage increases as you gain Scoundrel levels, as shown in the Cheap Shot column of the Scoundrel Features table. 



Level 1 Expertise



You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.



At Scoundrel level 6, you gain Expertise in two more of your skill proficiencies of your choice. 



Level 1: Smuggler’s Slang



Your time in the galaxy’s underworld has allowed you to pick up useful languages. You know Smuggler’s Slang and one other language of your choice, which you choose from the language tables in the Setting Primer. 



Level 1: Weapon Mastery



Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Combat Knives and Light Laser Pistols 



Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Laser Carbines and Combat Blades. 



Level 2: Slick Maneuver  



Your sharp wits and quick steps enable you to slip in and out of any engagement. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide. 



Level 3: Zero In  



You know how to focus your aim to hone in on any target. As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven’t moved during this turn, and after you use it, your Speed is 0 until the end of the current turn. 



Level 3: Afterimage   



You can see and step through the flows of time, gaining the following benefits. 




  • Dilated Steps. Your Speed increases by 5 feet. 



  • Prescient Glimpse. You add your Proficiency Bonus to Initiative rolls. 



  • Try Again. When you fail a D20 Test, you can reroll the d20 and use the higher roll. When you do so, until the end of your next turn, your Cheap Shot is reduced by 1d6. You can use this benefit a number of times equal to your Dexterity modifier (minimum of once), and you regain all expended uses when you finish a Long Rest 


Level 3: Time Skip   



You can jump forward or rewind short distances in time. As a Bonus Action, you teleport up to 30 feet to an unoccupied space you can see. 



You can use this Bonus Action twice, and you regain all expended uses when you finish a Long Rest. If your destination space is one you occupied since the start of the turn, you don’t expend a use of this feature. 









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

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" with a large format like A3.
Then print the resulting PDF to whichever format you need with "fit to page" selected.

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