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Damien Ash-Born

Scourge Aasimar Race
Outlander Origin
Artificer 6 Class & Level
Neutral Good Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 12
+1
Dexterity 14
+2
constitution 15
+2
intelligence 20
+5
wisdom 12
+1
charisma 11
+0
Total Hit Dice 6
Hit Die
1d8+2
+3 proficiency bonus
+1 Strength
+2 Dexterity
+4 Constitution
+8 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+1 Animal Handling
+8 Arcana
+4 Athletics
+0 Deception
+5 History
+1 Insight
+0 Intimidation
+8 Investigation
+1 Martial
+1 Medicine
+5 Nature
+1 Perception
+0 Performance
+0 Persuasion
+5 Religion
+2 Sleight of Hands
+2 Stealth
+3 Survival
skills

 
6
MV

Prestige
3
Attunement Slots
16
Armor Class
54
Hit Points
+2
Initiative
30
Speed
Attacks
Common, Celestial, Infernal, Thieves’ tools, tinker’s tools, Smith's Tools, Woodcarver's Tools
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Investigation, Arcana
Proficiences
Cantrips:
Firebolt
Mending
Prepared (8)
1st Lvl: 4
Shield - Always
Thunderwave - Always
Catapult
Absorb Elements
Faerie Fire
Cure Wounds
Feather Fall
2nd Lvl: 2
Scorching Ray - Always
Shatter - Always
Heat Metal
Blur
Invisibility
Spellcasting
Solas Paladin Goodwill
830gp
Drow Poison
25gp silver dust
Breastplate
Dagger, Shield
light crossbow and 20 bolts

3 Infusions, 6 known:
Enhanced Defense +1 AC
  • +1 Arcane Firearm - 1d8 extra damage
  • Cloak of Elvenkind
  • Bag of Holding (Not active)
  • Spell-Refueling Ring
  • Resistant Armor

    3 Flasks of holy water
    3 Vials of Antitoxin
    4 Vials of Acid
    Grappling Hook
    Miner's Pick
    Climber's Kit
    1000 Ball Bearings
    100 Caltrops
    6 Bells
    thieves’ tools, carpenter's tools, tinker's tools, smith's tools, and a dungeoneer’s pack
    A staff, a hunting trap, a set of traveler's clothes
    5x Healing Potions

    Pants with chains and SO MANY GODDAMN POCKETS
    small metal bauble portraying the Technomancer



    Glowsticks
    A small rod in strange, unnatural packaging. Seems to be from another place entirely.
    As an action you can bend this strange object. After doing this it returns to its original shape. After doing this it releases bright light in a 5 foot area around you, dim light extending for an additional 5 feet.
    When you bend the glowstick in this way, you can choose the colour it becomes from the following list: Red, Blue, Green, Yellow, Purple, Pink, Orange.
    This item remains active for one minute, after which the light fades. You can use this effect once per dusk.
    This item has no gold value and cannot be sold.

    Cybernetic Suite
    Wondrous (Prosthetic Arm) - Weightless - Soulchain Attunement

    Handcrafted by Coltha's First Artificer, this Cybernetic Suite can be attached directly to the stump of a missing limb, it will grow to the exact length for most reasonable use and comfort for the wielder.

    Artifice. You can add one Artificer Infusion to the limb. This infusion follows all other normal rules for Artificer Infusions. Additionally, You can use this limb as your Eldritch Cannon, making the limb targetable. If the limb is targeted and destroyed while being used as an Eldritch Cannon, it becomes inert and no features can be used. You can repair the Cybernetic Suite over the course of an hour, allowing you to use it again as normal.

    Repulsor. As a reaction to being targeted with a melee or ranged weapon attack, you can expel force from the Cybernetic Suite. You are pushed 10 feet back from the creature, and the attack fails. This counts as Forced Movement. You can use this feature once, regaining its use after a short or long rest.
    Equipment
    Magical Tinkering
    At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
    The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
    Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
    The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
    A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
    The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
    You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

    Tool Expertise
    Your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.

    Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

    Celestial Resistance. You have resistance to necrotic damage and radiant damage.

    Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

    Radiant Consumption. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.
    Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.
    Once you use this trait, you can't use it again until you finish a long rest.

    Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it.

    The Right Tool for the Job
    At 3rd level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

    Eldritch Cannon - 18AC - 15ft Walk/Climb - BA Activate within 60ft
    Flamethrower - The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
    Force Ballista - Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
    Protector - The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).
    Class/Racial Features & Traits

    The statblocks of your Weapons, armor and other important/magical equipment

    Statblocks for your familiars, mounts etc.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

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


    Created by

    Glitch_Wizard.

    Statblock Type

    Verum Character Sheet

    Link/Embed