Tungsten | Character Sheet (latest) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Tungsten

6 Level (0/23000 XP for level-up) Duelldroid Background Droid Race / Species / Heritage Neutral good Alignment
Bato
Level 6
Hit Dice: 6/6
1d8+1 Class 1

STR
12
+1
DEX
20
+5
CON
12
+1
INT
11
+0
WIS
18
+4
CHA
8
-1
39
Hit Points
+5
Initiative (DEX)
19
Armor Class (AC)
+3
Prof. Bonus
6
Speed (walk/run/fly)
0 / 6
Bato Points
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Strength
+8 Dexterity
+1 Constitution
+0 Intelligence
+7 Wisdom
-1 Charisma
saving throws
+8 Acrobatics DEX
+4 Animal Handling WIS
+0 Arcana INT
+1 Athletics STR
-1 Deception CHA
+0 History INT
+4 Insight WIS
-1 Intimidation CHA
+0 Investigation INT
skills
+4 Medicine WIS
+0 Nature INT
+4 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+0 Religion INT
+5 Sleight of Hand DEX
+8 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Unarmed Strike +8 DEX 1d6+5 bludgeoning
 Bare fists or kicks
Schmitt Mag-Revolver +8 DEX 1d8+5 piercing
 Ranged (36/72 m), Loading (6), .357 Magnum, Light, Two-Handed
Metal bat +8 DEX 1d6+5 bludgeoning
 One-Handed, Simple, Light
Halligan bar +8 DEX 1d6+5 bludgeoning
 One-Handed, Simple, Light
Halligan bar +4 STR 1d8+1 bludgeoning
 Two-Handed, Simple, Light
Circus Tamer's Bullwhip +8 DEX 2d6+1d4+5 Slashing, Thunder
 Melee, Weapon, Martial, Light, Finesse, One-Handed, Reach
Attacks

Unarmored Defense

Level 1 in Bato

While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.


Droid-Combatmode

Have a vision of your impending doom

On your turn, you can use your Bonus Action to activate your Droid-Combatmode. In case you loose consciousness or after 30 seconds (5 rounds) your Droid-Combatmode ends. You can willfully end Droid-Combatmode with another Bonus Action.   On level 1 you can enter Droid-Combatmode 2 times per Long Rest. With level 10 you become able to enter Droid-Combatmode 2 times per Short Rest. While you are in Droid-Combatmode you:

  • are unable to hold concentration on a spell
  • are resistant to Bludgeoning, Piercing and Slashing Damage
  • deal +2 damage when attacking with a melee weapon with Dexterity (applies to unarmed combat if the attack roll is done with Dexterity)
  • have advantage on Dexterity Checks and Saving Throws

 


Martial Arts

Level 1 in Bato

You gain the following benefits while you are unarmed or wielding only augmentation weapons, which are integrated into your body and any simple melee weapons that don't have the two-handed or heavy property, and you aren't wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and augmentation weapons.
  • You can roll a damage dice in accordance with the Martial Arts column in the Bato table in place of the normal damage of your unarmed strike or augmentation weapon. This die changes as you gain Bato levels.
  • When you use the Attack action with an unarmed strike or an augmentation weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with mantis blades, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
You can use the game statistics provided for the weapon in the Weapons section.
 


LevelsMartial Arts
1-41d4
5-101d6
11-161d8
17-201d10

Bato (Feat)

Level 2 in Bato

Your Bato level determines the number of points you have, as shown in the Bato Points column of the Bato table. You can spend these points to fuel various Bato features. (Bato Level equals Bato Points)   When you spend a Bato point, it is unavailable until you finish a short or long rest, at the end of which you renew your damaged muscle fibers to regain all of your expended Bato points. You must spend at least 30 minutes of the rest stretching.   Some of your Bato features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:   Bato save DC = 8 + your proficiency bonus + your Wisdom modifier


Flurry of Blows

Level 2 in Bato

Immediately after you take the Attack action on your turn, you can spend 1 Bato point to make two unarmed strikes as a bonus action.


Patient Defense

Level 2 in Bato

You can spend 1 Bato point to take the Dodge action as a bonus action on your turn.


Step of the Wind

Level 2 in Bato

You can spend 1 Bato point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.


Explosive Movement

Level 2 in Bato

Starting at 2nd level, your speed increases by 1 meter while you are not wearing an armor or wielding a shield. This bonus increases when you reach certain Bato levels, as shown in the Bato table.   At 6th level, your Explosive Movement speed bonus also applies while you are wearing at maximum light armor or wielding a shield.   At 9th level, you gain the ability to spend 1 Bato point in order to move 1 meter in between attacks or strikes regardless whether you have movement left. This allows for example to move in between strikes of Flurry of Blows in order to target multiple targets.   At 10th level, your Explosive Movement speed bonus increases to 2 meter. This also applies to movement in between attacks or strikes.   At 14th level, your Explosive Movement speed bonus increases to 3 meter. This also applies to movement in between attacks or strikes.   At 19th level, your Explosive Movement speed bonus also applies while you are wearing heavy armor or wearing light armor and a shield.


Shadow Tracking

Level 3 in Bato, Specialist Style: Predator

You become capable to stay in the blind spot of your enemy. Spend 1 Bato Point to give your next attack advantage.


Deflect Missiles

Level 3 in Bato

You can use your reaction to deflect or catch the missile/projectile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Bato level.   If you reduce the damage to 0, you can catch the missile/projectile if it is small enough for you to hold in one hand, and you have at least one hand free. If you catch a missile/projectile in this way, you can spend 1 Bato point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile/projectile counts as an augmentation weapon for the attack, which has a normal range of 4 meters and a long range of 12 meters.


Slow Fall

Level 4 in Bato

You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Bato level.


Extra Attack

Level 5 in Bato, Level 5 in Fighter

You can attack twice, instead of once, whenever you take the Attack action on your turn.


Stunning Strike

Level 5 in Bato

You can interfere with the artificial muscles of an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 Bato point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.


Bato-Empowered Strikes

Level 6 in Bato

Your unarmed strikes count as lightning for the purpose of overcoming resistance and immunity to nonlighting attacks and damage.


Deathlike Stillness

Level 6 in Bato, Specialist Style: Predator

You are able to save up energy while you are not fighting. For every 6 hours not in combat, your next successful attack gains 1d6 damage, up to a maximum of 5 stacks.


Features & Traits
Equipment being carried:

Integrated Augmentations:

  • Augmented Muscles


Body Augmentations:

  • Lynx Paws


Brain Augmentations:

  • None


Carrying capacity: 5,6/87 kg (Strength score * 7 + 10 from Augmented Muscles)
Body Weight: ~100 kg
Height: 2 m

Equipment Copper: 0, Silver: 0, Electrum: 1385750, Gold: 0, Platinum: 0 Money
As a Droid Tungsten has proficiency if he interacts with computer and other kinds of technology.
Vehicle proficiency is motorbike.
Has chosen the class specialization Predator in Bato.

Languages & Proficiencies
Dueling bot that decided to get better at blunt weapons

Personality Traits
Blunt weapons

Ideals
Meele fighting

Bonds
Strength control
Fights with fists

Flaws
Blutiger Koloss


Combat Modus 1/2
Letzte Deathlike stillness: Sniper durch Fenster auf 6ten Stock

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.06, made by Tillerz - Updated: 2023-02-09
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

Homebrew

Metal bat

Weapon

Common

Melee, Weapon, Simple, Light, One-Handed   A simple bat made out of metal. Quite durable. Can be modified.

Type Damage Damage Range
Simple Melee 1d4 Bludgeoning 1 m

Cost: 25.000 Eurodollars
Weight: 1 kg

Homebrew

Halligan bar

Tool

Uncommon

Melee, Weapon, Tool, Simple, Light, Versatile (d6/d8)   A Halligan bar (also known as a Halligan tool or Hooligan tool) is a forcible entry tool used by firefighters. Grants advantage on checks regarding breaking into things. Deals double damage against doors.

Type Damage Damage Range
Simple Melee 1d6 / 1d8 Bludgeoning 1 m

Cost: 200.000 Eurodollar
Weight: 2,5 kg

Homebrew

Schmitt Mag-Revolver

Firearm

Common

Pistol, Simple, Ranged, Loading, .357 Magnum, Light, Two-Handed   Magazine Size: 6 (each D8 counts as one shot)   Special Actions:
  • Precision Shooting - hold the weapon with both hands and shoot a single round to increase chance to hit, +5 to hit.
  • Trickshot - Designate a specific body part to hit and deal specific conditions to the target (must be held with both hands), difficulty is determined by the DM.
  • Fast Reload - Uses a bonus action to fast reload (involves dropping unused ammunition from the revolver to pick up later)
  • Reload - Uses a full action to reload without the loss of spare ammunition
Jamming: On a critical failure, roll a 1D20, if it lands on a 4 or less, the weapon is jammed and requires a full action to clear the jam   The Schmitt Mag-Revolver is a stable for every gun enthusiast. With its .357 Magnum ammunition, it packs quite a punch, which is why shooting requires both hands. It was developed by Schmitt & Söhne, a German weapons manufacturer.

Type Damage Damage Range
Simple Ranged 1d8 Piercing 36/72 m

Cost: 100.000 Eurodollar
Weight: 0,8 kg

Homebrew

.357 Magnum

Ammunition

Common

Deals 1d8 damage when used with a compatible weapon.

Type Damage Damage Range
None 1d8 Piercing 36/72 m

Cost: 100 Eurodollar
Weight: 0,05 kg

Homebrew

Artificial Muscles

Futuristic

Common

Augmentation, Integrated   This augmentation permanently alters the composition of your muscle tissue. It is necessary for the Bato class. Artificial Muscles do not count to augmentation limits.   It increases your carry capacity by 10 kg.

Cost: 100.000 Eurodollar

Homebrew

B-B-Booster

Futuristic

Uncommon

Restores 2d5+2 hit points. One-time Use.   A target can only take up to 5 B-B-Booster per long rest.   B-B-Booster is your every day health boost on the go. With a similar form to an insulin injection, B-B-Booster administers a small amount of specialized nanites into the target's body. Works on organic species like humans as well as on droids.

Cost: 25.000 Eurodollar
Weight: 0,25 kg

The statblocks of your class features

Homebrew

Bato

The fighting style Bato was created in order to effectively fight droids and augmented humans. It is physiologically necessary to have artificial muscles oneself in order to execute Bato moves. Bato is therefor a fighting style limited to augmented humans and droids, while being aimed at fighting other augmented humans and droids. User of Bato are commonly called Batoka.   Developed by the military, Bato focuses on two main principles:
  • Endurance, needed for prolonged deployments in war like situations and
  • Swift destructiveness, needed to overcome the sturdiness of augmentations and variety of threats
For multiclassing in Bato augmented muscles and Dexterity of 13 are necessary.
hit dice: 1d8 per Bato level
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per Bato level after 1st
armor proficiencies: None
weapon proficiencies: Simple weapons, Augmentation weapons
tools: Choose one type of vehicle (land or water)
saving throws: Strength, Dexterity
skills: Choose two from Acrobatics, Athletics, Arcana, Insight, Nature, Survival and Stealth
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) an augmentation weapon or (b) any simple weapon
(a) a dungeoneer’s pack or (b) an explorer’s pack
As well as: augmented muscles
spellcasting:
None
class features:

Unarmored Defense (1277956)

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.  

Martial Arts (1277958)

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and augmentation weapons, which are integrated into your body and any simple melee weapons that don’t have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only augmentation weapons, and you aren’t wearing armor or wielding a shield:
  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and augmentation weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or augmentation weapon. This die changes as you gain Bato levels, as shown in the Martial Arts column of the Bato table.
  • When you use the Attack action with an unarmed strike or an augmentation weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with mantis blades, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
You can use the game statistics provided for the weapon in the Weapons section.

Bato (Feat) (1277964)

Starting at 2nd level, your training allows you to harness your artificial muscle fibers to a greater degree. Your access to this energy is represented by a number of Bato points. Your Bato level determines the number of points you have, as shown in the Bato Points column of the Bato table.   You can spend these points to fuel various Bato features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more Bato features as you gain levels in this class.   When you spend a Bato point, it is unavailable until you finish a short or long rest, at the end of which you renew your damaged muscle fibers to regain all of your expended Bato points. You must spend at least 30 minutes of the rest stretching.   Some of your Bato features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:   Bato save DC = 8 + your proficiency bonus + your Wisdom modifier

Flurry of Blows (1277979)

Immediately after you take the Attack action on your turn, you can spend 1 Bato point to make two unarmed strikes as a bonus action.  

Patient Defense (1277980)

You can spend 1 Bato point to take the Dodge action as a bonus action on your turn.  

Step of the Wind (1277981)

You can spend 1 Bato point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.  

Explosive Movement (1277982)

Starting at 2nd level, your speed increases by 1 meter while you are not wearing an armor or wielding a shield. This bonus increases when you reach certain Bato levels, as shown in the Bato table.   At 6th level, your Explosive Movement speed bonus also applies while you are wearing at maximum light armor or wielding a shield.   At 9th level, you gain the ability to spend 1 Bato point in order to move 1 meter in between attacks or strikes regardless whether you have movement left. This allows for example to move in between strikes of Flurry of Blows in order to target multiple targets.   At 10th level, your Explosive Movement speed bonus increases to 2 meter. This also applies to movement in between attacks or strikes.   At 14th level, your Explosive Movement speed bonus increases to 3 meter. This also applies to movement in between attacks or strikes.   At 19th level, your Explosive Movement speed bonus also applies while you are wearing heavy armor or wearing light armor and a shield.  

Specialist Styles

When you reach 3rd level, you commit yourself to a specialist style: the Predator and Spencer, detailed in the subclass options. Your specialty grants you features at 3rd level and again at 6th, 11th, and 17th level.  

Deflect Missiles (1277985)

Starting at 3rd level, you can use your reaction to deflect or catch the missile/projectile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Bato level.   If you reduce the damage to 0, you can catch the missile/projectile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile/projectile in this way, you can spend 1 Bato point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile/projectile counts as an augmentation weapon for the attack, which has a normal range of 4 meters and a long range of 12 meters.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Slow Fall (1277986)

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Bato level.  

Extra Attack (1277987)

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Stunning Strike (1277988)

Starting at 5th level, you can interfere with the artificial muscles of an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 Bato point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.  

Bato-Empowered Strikes (1333170)

Starting at 6th level, your unarmed strikes count as lightning for the purpose of overcoming resistance and immunity to nonlighting attacks and damage.  

Evasion (1341535)

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.  

Stillness of Mind (1341537)

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.  

Extended Immunity (1347825)

At 10th level, your mastery of your augmentations makes you immune to disease and poison.  

Missile Blow (1347826)

Starting at 13th level, you learn to execute a Missile Blow as an unarmed strike. For a Missile Blow you need to spend 1 Bato Point. Roll an additional 1d4 for your hit roll and 1d6 for your damage roll.  

Full Body Control (1347827)

Beginning at 14th level, your mastery of your augmentations grants you proficiency in all saving throws.   Additionally, whenever you make a saving throw and fail, you can spend 1 Bato point to reroll it and take the second result.  

Danger Allowance (1347828)

At 15th level, you are able to gain temporary health once per short rest equal to your constitution modifier + 1 hit die. Danger Allowance costs 2 Bato Points.  

Outer Thrust (1347829)

Beginning at 18th level, you can use your reaction to spend 3 Bato points to reflect an incoming attack, as long as it has a physical component.  

Ready for War (1347830)

At 20th level, when you roll for initiative and have no Bato points remaining, you regain 4 Bato points.
subclass options:

Specialist Style: Predator

Bato was created to fight droids and augmentations. The specialization Predator aims to achieve this principle at its core. A Batoka Predator is able to hunt and kill augmentations.  

Shadow Tracking (1277983)

Starting when you choose this specialization at 3rd level, you become capable to stay in the blind spot of your enemy. Spend 1 Bato Point to give your next attack advantage.  

Deathlike Stillness (1333171)

At 6th level, you are able to save up energy while you are not fighting. For every 6 hours not in combat, your next successful attack gains 1d6 damage, up to a maximum of 5 stacks.  

Reverberating Strike (1347789)

Beginning at 11th level, you can spend 2 Bato points to enhance an attack action with Reverberating Strike. The target must succeed on a Dexterity saving throw or be unable to use an augmentation of your choosing until the end of your next turn. Furthermore, the target takes 1d8 true damage regardless of the success of the saving throw. True damage can not be resisted. A Reverberating Strike sets free vibrations in your target that cause internal fractions, harming technological and organic matter alike.  

Rapid Intentional Disassembly (1347790)

At 17th level, you can spend 4 Bato points to do a Rapid Intentional Disassembly as an attack action. The target must succeed on a Dexterity saving throw with disadvantage or it gets an augmentation of your choosing permanently removed. The disassembly deals 4d8 bludgeoning damage.  

Specialist Style: Spencer

The source of this specialist style is unknown, but it resembles some old films found hidden away in the archives. Many Batoka consider it a joke to the art. Nonetheless, a true Batoka Spencer just keeps the slaps coming.  

Deafening Slap (1341538)

Starting when you choose this specialization at 3rd level, you can spend 1 Bato point to strike your enemy with both hands as an action for a Deafening Slap. Your hands need to be empty for this attack. The target must succeed on a Dexterity saving throw or be unable to take an action or reaction until the end of your next turn. This action counts as an unarmed attack. Roll for damage accordingly. Should the target fail the saving throw, it also becomes deafened for 2 rounds.  

Counter Slap (1341540)

At 6th level, you can make an unarmed strike at targets leaving your threatened area without having to spend a reaction.  

Gentle Knock (1347787)

Beginning at 11th level, you can spend 2 Bato points to hit a target with a single fist on the head. The target must succeed on a Constitution saving throw or be paralyzed until the end of your next turn.  

Resounding Slaps (1347788)

At 17th level, you gain the endurance to follow up any successful attack with a Resounding Slap. The Resounding Slap counts as an unarmed attack. A successful Resounding Slap can be followed up by another Resounding Slap.
LevelProficiency BonusMartial ArtsBato pointsExplosive MovementAbilities
1+21d4--Unarmored Defense, Martial Arts
2+21d421 mBato, Explosive Movement
3+21d431 mSpecialist Styles, Deflect Missiles
4+21d441 mAbility Score Improvement, Slow Fall
5+31d651 mExtra Attack, Stunning Strike
6+31d661 mBato-Empowered Strikes, Specialist Styles Feature
7+31d671 mEvasion, Stillness of Mind
8+31d681 mAbility Score Improvement
9+41d691 mExplosive Movement Improvement
10+41d6102 mExtended Immunity
11+41d8112 mSpecialist Styles Feature
12+41d8122 mAbility Score Improvement
13+51d8132 mMissile Blow
14+51d8143 mFull Body Control
15+51d8153 mDanger Allowance
16+51d8163 mAbility Score Improvement
17+61d10173 mSpecialist Styles Feature
18+61d10183 mOuter Thrust
19+61d10193 mAbility Score Improvement
20+61d10203 mReady for War

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Kaskirin.

Statblock Type

Character Sheet (latest)

Link/Embed