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Masaki Sato
Level 4 (0/6500 XP for level-up)
Background Neon Odyssey Basic
Size Medium
Species Zamani
Tracer
Subclass X-Agent
Level 4
Hit dice 4/4
1d10+2

STR 11
+0
STR save: +2
DEX 18
+4
DEX save: +6
CON 14
+2
CON save: +2
INT 12
+1
INT save: +1
WIS 18
+4
WIS save: +4
CHA 15
+2
CHA save: +2

Initiative (DEX)
+4
Speed
30
Passive Perception
16
Heroic Inspiration
Armor Class (AC)
14
Hit Points
48 / 48
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+6
Ability
WIS
Abi Mod
+4
Save DC
14
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Quickblade +6 DEX 1d6+4 Piercing
  Properties: Finesse, Light, Powered (1d8) Vex
Laser Rifle +6 DEX 1d8+4 Radiant
  Properties: Ammunition (Range 200/800; Power Cell), Burst, Heavy, Reload (25 Shots), Two-Handed Slow
Plasma Pistol +6 DEX 1d8+4 Lightning
  Properties: Ammunition (Range 80/320; Power Cell), Close Quarters, Reload (25 shots) Sap
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
light 15
Skills
P/E Bonus Skill Abi
+4 Acrobatics DEX
+4 Animal Handling WIS
+7 Arcana INT
+0 Athletics STR
+4 Deception CHA
+5 History INT
+6 Insight WIS
+4 Intimidation CHA
+3 Investigation INT
+6 Medicine WIS
+1 Nature INT
+6 Perception WIS
+2 Performance CHA
+4 Persuasion CHA
+5 Religion INT
+4 Sleight of Hand DEX
+6 Stealth DEX
+6 Survival WIS
+3 Computer INT
+3 Technology INT

+4 Expertise Bonus
+2 Proficiency Bonus
Spell Book

Level 1 Spells
3 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds
+6
1 action Touch Instant VS
 Notes:   2d8 plus spellcasting Ability modifier
Detect Magic
+6
1 Action (ritual) self 10 minutes (concentration) VS
 Notes:   30 ft. Orb
Hunter's Mark
+6
1 Bonus 90 ft. 1 Hour (Concentration) V
 Notes:   Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.
Life cycle
+6
Reaction 30 ft Instant 2d6 Radiant VSM
 Notes:   which you take when a creature you can see within 30 feet of you drops to 0 Hit Points
Protection From Evil and Good
+6
1 Action Touch 10 Minutes (concentration) VSM
Withering Lightning
+6
1 Action 60 ft. 1 Minute (concentration) 2d6 Lightning or Necrotic VSM
 Notes:   On each of your subsequent turns, you can take a Bonus Action to deal 1d6 damage of the chosen type to the target automatically, even if the target succeeded on the saving throw.
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0
Treasure and Equipment


Light Armor (Composite Weave Module), Quickblade, Laser Rifle, Plasma Pistol, 3 Power Cells, Primal Focus (bone token) or Hypertech Component Pack, Outrunner’s Pack



Proficiencies, Languages, and Talents

Proficiencies:



Weapons: Simple weapons, Martial weapons
Tools: Healer's kit
Vehicles: Light Planetary, Light Mecha


Armor: Light, Medium, Shields


Languages: Common, Signal, Shensi, Sideric, Dissonant



Resistances: Fire,



Weapon Mastery: Laser Rifle, Plasma Pistol




Features & Traits

Feats



Skilled 



You gain proficiency in any combination of three skills or tools of your choice.


Repeatable. You can take this feat more than once.


Zamani



Desert Adaptation. You have Resistance to Fire Damage. 



Reversion. When you take damage, you can take a Reaction to gain Resistance to that damage and teleport to an unoccupied space you can see that you occupied since the start of your previous turn. You can use this trait once, and you regain the ability to do so when you finish a Short or Long Rest. 



Temporal Control. You have Advantage on Initiative rolls. When you roll Initiative, you can treat a d20 result of 9 or lower as a 10. 



Temporal Glimpse. When you finish a Long Rest, you look at fragments of possible futures. Roll a d20 and record the number. When you or a creature you can see within 30 feet of yourself makes a D20 Test, you can replace the test with the recorded number. You must choose to do so before the roll. The glimpse can only be used once, and you lose an unused glimpse when you finish a Long Rest. 



Timing is Everything. When you fail a D20 Test, you can add 1d4 to the total, possibly turning the failure into a success. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. 


Class/Subclass:


Tracer/X-agent




Level 1: Spellcaster



Through your instinctive connection to the primordial aspect of the hunter or through hypertech, you have learned to cast spells. See the D&D Beyond Basic Rules for the rules on spellcasting. The information below details how you use those rules with Tracer spells, which appear in the Tracer spell list later in the class’s description. 



Spell Slots. The Tracer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. 



Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Tracer spells. Cure Wounds and Ensnaring Strike are recommended. 



The number of spells on your list increases as you gain Tracer levels, as shown in the Prepared Spells column of the Tracer Features table. Whenever that number increases, choose additional Tracer spells until the number of spells on your list matches the number in the Tracer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Tracer, your list of prepared spells can include six Tracer spells of level 1 or 2 in any combination. 



If another Tracer feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Tracer spells for you. 



Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Tracer spell for which you have spell slots. 



Spellcasting Ability. Wisdom is your spellcasting ability for your Tracer spells. 



Spellcasting Focus. You can use a Primal Focus, a Hypertech Component Pack, or a Simple or Martial weapon as a Spellcasting Focus for your Tracer spells. 




Level 1: Hunter’s Eye



You have honed your eye to hunt down prey no matter the distance. You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest. 



The number of times you can cast the spell without a spell slot increases when you reach certain Tracer levels, as shown in the Hunter’s Eye column of the Tracer Features table. 




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 Laser Rifles and Quickblades. 



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 Sabers and Combat Swords. 



Level 2: Adaptive Edge



You have adapted to the primal wilds of the galaxy. You gain the following benefits. 



Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill. 



Languages. You know two languages of your choice from the language tables in the Setting Primer. 



Level 2: Fighting Style



You gain a Fighting Style feat of your choice (see the D&D Beyond Basic Rules for these feats). Instead of choosing one of those feats, you can choose one of the options below. 



Urban Hunter. You gain proficiency in two skills of your choice from the following: Acrobatics, Deception, Intimidation, or Persuasion. 



Level 3: Agent of the Unknown



You delve into the mysteries of the galaxy. You gain proficiency in the Arcana, History, or Religion skill. 



When you make an Intelligence check using any of these skills, you can add a bonus to the total. The bonus equals your Wisdom modifier (minimum of +1). 



Level 3 Occultech Weapon



You have access to esoteric, alien, or occult technology. When you finish a Long Rest, you can integrate this strange technology into a weapon to create an occultech weapon. If you make an occultech weapon while you already have one, the first weapon is no longer an occultech weapon. Your occultech weapon gains the following benefits. 



Occult Round. Choose a level 1 spell from the Cryptist spell list such as Withering Lightning*; you always have that spell prepared. While you are holding the weapon, you can cast that spell once without a spell slot, and you regain the ability to do so when you finish a Long Rest. 



Uncanny Intrusion. When you hit with an attack roll using the occultech weapon, you can cause it to deal Psychic damage instead of the normal damage type. 



Level 3: Redacted Identity



You know how to ward off the inexplicable and nefarious perils of the galaxy. While you are under the effect of the Protection from Evil and Good spell, creatures other than your allies must succeed on a DC 20 Wisdom (Perception) check to remember any identifying details about you. 



Level 3: X-Agent Spells


When you reach a Tracer level specified in the X-Agent Spells table, you thereafter always have the listed spells prepared. 








Spells

Cure Wounds   Abjuration


Casting Time: 1 Action


Range: Touch


Components: V, S 


Duration: Instantaneous



A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.


Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1



Detect Magic divination


Casting Time: 1 Action or ritual


Range: Self (30 ft. orb) 


Components: V, S


Duration:  Concentration, up to 10 Minutes



For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.


The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.



Hunter Mark Divination


Casting Time: 1 bonus


Range: 90 ft


Components: V


Duration: 1 hour (concentration)



You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.


If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.


Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 3–4 (up to 8 hours) or 5+ (up to 24 hours).



Life Cycle   Necromancy



Casting Time: Reaction, which you take when a creature you can see within 30 feet of you drops to 0 Hit Points 


Range: 30 feet 


Components: V, S, M (a seed) 


Duration: Instantaneous 



One creature of your choice within 10 feet of the triggering creature makes a Constitution saving throw, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. The triggering creature then regains Hit Points equal to half the damage dealt. 



Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1. 



Protection From Evil and Good Abjuration


Casting Time: 1 Action


Range: Touch


Components: V,S,M


Duration: 10 Minutes (concentration)



Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect. 



Withering Lightning Conjuration


Casting Time: Action 


Range: 60 feet 


Components: V, S, M (a copper wire) 


Duration: Concentration, up to 1 minute 



You unleash a torrent of lightning at a creature within range, which flows continuously from you to the target. The target’s Speed is halved, and it makes a Dexterity saving throw. On a failed save, the target takes 2d6 Lightning or Necrotic damage (your choice). 



On each of your subsequent turns, you can take a Bonus Action to deal 1d6 damage of the chosen type to the target automatically, even if the target succeeded on the saving throw. 



The spell ends if the target is ever outside the spell’s range or if it has Total Cover from you. 



Using a Higher-Level Spell Slot. The initial damage increases by 2d6 for each spell slot level above 1. 








™ & © 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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