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Shili Pilgrim

2 Level (0/900 XP for level-up) Freighter Background YT-1000 Race / Species / Heritage Alignment
Freighter
Level 2
Hit Dice: 2/2
1d8+2 Class 1

STR
12
+1
DEX
12
+1
CON
14
+2
INT
14
+2
WIS
14
+2
CHA
12
+1
41
Hit Points
+1
Initiative (DEX)
11
Armor Class (AC)
+2
Prof. Bonus
300/Turn150
Speed (walk/run/fly)
12
Passive Perception
27 / 27
Shields
3 /
Damage Reduction
d4 /
Power Dice
1 / 5
Suites
1 / 30
Modifications
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+3 Dexterity
+2 Constitution
+2 Intelligence
+4 Wisdom
+1 Charisma
saving throws
+1 Acrobatics DEX
+2 Animal Handling WIS
+2 Arcana INT
+1 Athletics STR
+1 Deception CHA
+2 History INT
+2 Insight WIS
+1 Intimidation CHA
+2 Investigation INT
+1 Boost STR
+1 Ram STR
+1 Hide DEX
+1 Maneuvering DEX
+2 Patch CON
skills
+2 Medicine WIS
+2 Nature INT
+2 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+2 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+2 Survival WIS
+2 Regulation CON
+2 Astrogation INT
+2 Data INT
+2 Probe INT
+1 Scan CHA
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Laser Cannon +4 WIS 1d10+2 Energy
 constitution 11, overheat 4, (1000/4000)
Attacks
Medium Freighter
Size Equipment multiplier x2
Fuel (100cR/unit)

  • 1 Unit = 1 day of travel in Real/Hyper Space = 1 Hour in atmosphere = 1 jump TO hyperspace


Fuel Tank Size (30 units)
Ration Storage (120 portions)

  • Currently 120 portions left: 1 portion PER person PER day

  • 10cR/portion



Features & Traits
Directional Shields: 22hp x1 shield multiplier. Regen 1HD (8hp) at start of Ship's Turn, No action required.
Deflection Armor:A ship with Deflection Armor installed gains damage reduction (DR3), but limits the amount of Dexterity that can be applied to its Armor Class(+2).
Fuel-Cell Reactor: Power Die Recovery. At the start of each of your ship's turns, it recovers a number of expended power dice. (1)
Hub&Spoke Power Coupling: Power Die Storage. Your ship's maximum power dice are determined by its storage. 2 Centrally stored and 1 in each system. Power dice stored centrally can be used by any deployment abilities, while those stored in specific systems can only be used by abilities that reference that system. There are five systems used by Deployment abilities: communications, engines, shields, sensors, and weapons. Each system has its own storage capacity in distributed and hub & spoke architectures.

Weapons
Primary

  • Laser Cannon- 1d10 energy Power (range 1000/4000), constitution 11, overheat 4


Hyperdrive: Class 5

Suites
Medical Bay

  • Two Biobeds - For every two hours spent in a biobed, a creature’s exhaustion level is reduced by 1, and it can roll a Hit Die to recover hit points without expending the die.
    This suite also offers ONE medical station. Medical stations are equipped with an integrated biochemist’s kit and a bioanalysis kit.
    While making a check with any of these tools at a medical station, you can add your proficiency bonus to checks you make if you do not already do so. If you already add your proficiency bonus to checks you make, you instead add double your proficiency bonus. If you already double your proficiency bonus to checks you make, you instead add half of your governing ability modifier (rounded down, minimum of +1), in addition to your ability modifier.
    Additionally, while crafting at a medical station using the integrated tools, the total market value you can craft per day increases by an amount of credits equal to 5 x your character level. If you add double your proficiency bonus to checks you make with them, the market value increases by 10 x your character level.


Modifications
Hyperdrive Slot

  • This modification adds a hyperdrive slot on your ship and includes a class 15 hyperdrive. Upgraded to Class 5



Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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