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

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Ilya Crosspoint

10 Level (48000/85000 XP for level-up) F̶a̶i̶l̶e̶d̶ Merchant Background Kruggunite Race / Species / Heritage Neutral Alignment
Rogue
Level 4
Hit Dice: 4/4
1d8+0 Class 1
Artificer
Level 6
Hit Dice: 6/6
1d8+0 Class 2

STR
13
+1
DEX
16
+3
CON
10
+0
INT
16
+3
WIS
14
+2
CHA
12
+1
53
Hit Points
+3
Initiative (DEX)
17
Armor Class (AC)
+4
Prof. Bonus
35
Speed (walk/run/fly)
Spellcasting ...
+7 Attack mod
INT Ability
+3 Abi Mod
15 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+1 Strength
+7 Dexterity
+4 Constitution
+7 Intelligence
+2 Wisdom
+1 Charisma
saving throws
+11 Acrobatics DEX
+2 Animal Handling WIS
+3 Arcana INT
+1 Athletics STR
+1 Deception CHA
+3 History INT
+6 Insight WIS
+1 Intimidation CHA
+11 Investigation INT
skills
+2 Medicine WIS
+3 Nature INT
+6 Perception WIS
+1 Performance CHA
+5 Persuasion CHA
+3 Religion INT
+3 Sleight of Hand DEX
+7 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Peace +7 DEX 1d4+7+3 Piercing
 Finesse, Light, Thrown, Returning, Enhanced
Quiet +7 DEX 1d4+7+3 Piercing
 Finesse, Light, Thrown, Returning, Enhanced
Rifle, Hunting +5 STR 2d10+3+1 Piercing
 Ammunition (Firearms), Range, Reload, Two-Handed, Burst Fire
Marsden Prototype +7 DEX 2d8+11+3 Piercing
 Ammunition (special), range (20/80), reload, One handed, burst fire, 2 shots per action
Rapier +7 DEX 1d8+3 Piercing
 Finesse
Unarmed Strike +1 STR 2+1 Bludgeoning
INT Quen Cannon +7 INT 1d6+3 Fire
DEX Quen Cannon +7 DEX 1d6+3+3 Fire
Attacks

Spell Book

Illya's Omnitool, Arcane Armour Breastplate, Camera, Fine Clothes, x4 Containers of general Quenaztium solution, Leather armour, Marsden Prototype revolver, Normal harmonica, Peace & Quiet (tinkered daggers), Illya's Airboard.

BACKPACK

+1 Scimitar (axel?), A Little Bit Of Everything Quenaztium, Alchemist's Supplies, Crowbar, Disguise Kit, Flask, Hammer, Jewler's Tools, Leatherworker's tools, Rapier, Hunting Rifle, Merchant's Scale, Smith's Tools, Thieve's Tools, Tinker's Tools

POUCH

Backup Parts for various machineworks, Bundle of "Medical Supplies", Marsden revolver bullets x0,



SHOP INVENTORY (INACCESSIBLE)

Assorted clothing accessories, Earings, x8 Gr1 gems, x15 Gr2 gems, x12 Gr3 gems, x4 Gr4 gems, x7 Gr5 gems, x3 Gr6 gems, necklaces, pocket watches, rings, Sign of Services (with details on what services can be requested), Various custom made tools

STORAGE (INACESSIBLE)

Ball Bearings, Bell, Candle, Custom Experimental Machines, Experimental Items (gem powered), Fabric and material (tailoring), Lantern-hooded, Leather and leather products, Metal ingots and assorted scrap, oil flask, pitons, QDE v.0.1.3 (quenaztium deconstructor), QEI v 1.0.9-2 (quenaztium imbuer), Food and perishables (home), hemp rope (50ft), String, Tinderbox

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 2263, Platinum: 0 Money
Can prep spells daily. Uses intelligence to cast.
Spellcasting
Thieves’ Cant

Languages & Proficiencies
It is Krugg's will for us to create what we like, so I will do what it takes to persue my interests.

Ideals
You don't know what you have until its gone. While I no longer have such an attatchment to things and people, Krugg be damned if they think I'll just let them take it all again.

Bonds
Not all info is accurate or present, due to difficulties in porting the character.

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

Custom

Ilya's Omnitool

Wondrous Item

Rare Requires Attunement

While holding this tool, you gain a +1 bonus to the spell attack rolls and the saving throw DCs of your artificer spells. As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.

This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the "Equipment" chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it.


TCoE

Arcane Armour Breasplate

Armor (Medium)

Uncommon

Your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith’s tools in hand. You gain the following benefits while wearing this armor:   If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you. You can use the arcane armor as a spellcasting focus for your artificer spells. The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces. You can doff or don the armor as an action. The armor continues to be Arcane Armor until you don another suit of armor or you die.   You can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it. Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.   You can change the armor’s model whenever you finish a short or long rest, provided you have smith’s tools in hand.   Infiltrator You customize your armor for subtle undertakings. It has the following features:   Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.   Powered Steps. Your walking speed increases by 5 feet.   Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.   Quenaztium Cannon (Armour) INT: 1 Action Quenaztium Cannon (Armour) DEX: 1 Action

Type AC STR Req. Stealth Dis.
Medium 14+ Dex None No


Homebrew

Polaroid Camera

Modern

Uncommon

The polaroid camera can be used to capture an image of whatever the lens is pointed at. It has limited film and produces a bright flash when used. 


Homebrew

Ilya's 8-shooter Long revolver

Firearm

Rare

A Marsden Co. 8-Shooter Prototype Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 40/240 ft. semi/burst fire, reload (8 shots), multiple targets. Hit: 8 (2d8 + 8) piercing damage   Can be loaded with a variety of ammo, and fired with one hand, but requires manually reloading (1 bullet per turn) with both hands.

Type Damage Damage Range
Simple Ranged 2d8+8 Piercing 40/240


Homebrew

Normal Harmonica

Tool

Rare

A seemingly normal harmonica that can function as such, but within is hidden a set of thieves tools and a blade.

Type Damage Damage Range
Simple Melee 1d4 Piercing 20/60


Homebrew

Peace & Quiet

Weapon

Very Rare

Twin daggers that have been upgraded past their standard ability. Both are Enhanced and Returning Weapons

Type Damage Damage Range
Simple Melee 1d4+7 (per dagger) Piercing 20/60


Alchemist's Supplies

Adventuring Gear

Common

These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.

Cost: 50 gp
Weight: 8Ib

Crowbar

Tool

Varies

Can be used to open doors or break things

A red crowbar, a basic tool that will always be useful when dealing with things in space.

Type Damage Damage Range
Simple Melee 1d6 + str Bludgeoning


PHB

Disguise Kit

Tool

Uncommon

Components. A disguise kit includes cosmetics, hair dye, small props, and a few pieces of clothing. Deception. In certain cases, a disguise can improve your ability to weave convincing lies. Intimidation. The right disguise can make you look more fearsome, whether you want to scare someone away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully. Performance. A cunning disguise can enhance an audience's enjoyment of a performance, provided the disguise is properly designed to evoke the desired reaction. Persuasion. Folk tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts to persuade others are often more effective. Create Disguise. As part of a long rest, you can create a disguise. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have a bag of holding or a similar method to keep them hidden. Each disguise weighs 1 pound. At other times, it takes 10 minutes to craft a disguise that involves moderate changes to your appearance, and 30 minutes for one that requires more extensive changes.   Disguise Kit Activity                                                                DC Cover injuries or distinguishing marks                    10 Spot a disguise being used by someone else           15 Copy a humanoid's appearance                              20

This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.


Waterskin

Adventuring Gear

Common

A waterskin can hold 4 pints of liquid.

Cost: 0.2 gp
Weight: 5Ib

PHB

Jeweler's Tools

Tool

Uncommon

These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Training with jeweler's tools includes the basic techniques needed to beautify gems. It also gives you expertise in identifying precious stones.   Components. Jeweler's tools consist of a small saw and hammer, files, pliers, and tweezers. Arcana. Proficiency with jeweler's tools grants you knowledge about the reputed mystical uses of gems. This insight proves handy when you make Arcana checks related to gems or gem-encrusted items. Investigation. When you inspect jeweled objects, your proficiency with jeweler's tools aids you in picking out clues they might hold. Identify Gems. You can identify gems and determine their value at a glance. Jeweler's Tools Activity                                      DC Modify a gem's appearance          15 Determine a gem's history           20


PHB

Leatherworker's Tools

Tool

Uncommon

These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Knowledge of leatherworking extends to lore concerning animal hides and their properties. It also confers knowledge of leather armor and similar goods.   Components. Leatherworker's tools include a knife, a small mallet, an edger, a hole punch, thread, and leather scraps. Arcana. Your expertise in working with leather grants you added insight when you inspect magic items crafted from leather, such as boots and some cloaks. Investigation. You gain added insight when studying leather items or clues related to them, as you draw on your knowledge of leather to pick out details that others would overlook. Identify Hides. When looking at a hide or a leather item, you can determine the source of the leather and any special techniques used to treat it. For example, you can spot the difference between leather crafted using dwarven methods and leather crafted using halfling methods. Leatherworker's Tools Activity                                                     DC Modify a leather item's appearance             10 Determine a leather item's history              20


Rapier

Weapon

Common

Aquatic. You do not have DisADV on attacks made using aquatic weapons as a result of being underwater.
Light. A light weapon is small and easy to handle. You can use either your Strength or Dexterity modifier for both the attack and damage rolls.
The Finesse property has been combined with the Light property. Anything that would require Finesse (like the Rogue Sneak Attack feature) and any weapon that uses Dexterity for its attack and damage rolls works with this property.
Rapier. You can choose to deal Slashing or Piercing damage.
Piercing. On a critical hit, the target becomes Impaired until the end of your next turn.
-or-
Slashing. On a critical hit, the target gains the Bleeding condition.

Martial Special Attacks

When you land any attack in combat you can choose to make it a Special Attack by expending one of your extra attacks. The additional bonuses below are either added immediately to the attack you just landed for extra effects OR expended before you make the attack for ONE all-in strike.
Each of these Martial Special Attacks have certain requirements and if the target needs to make a save, it's always against your Martial Save DC.

Thrust. When you make an attack, you can forgo 1 extra attack to lunge with your weapon. The reach of the attack is increased by 5ft and it deals 1 extra die of damage.
Feint. When you make a weapon attack, you can forgo 1 extra attack to make a Deception Check vs the target's Insight Check. Success. You gain ADV on your attack roll and deal 1 extra die of damage on the attack.
Martial Save DC. (8 + prof. bonus + Strength or Dexterity modifier)
Stagger (Combo). On a hit, you can forgo 1 extra attack to force the target to make a Con Save. Failure. The target becomes Vulnerable to the next source of Slashing, Piercing, or Bludgeoning damage before the start of your next turn. You can only do this once per combat.
Martial Save DC. (8 + prof. bonus + Strength or Dexterity modifier)

Type Damage Damage Range
Martial Melee 1d8 Piercing Melee


DMG

Hunting Rifle

Firearm

Common

Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. The ammunition of a firearm is destroyed upon use. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.   Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice). Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

Type Damage Damage Range
Martial Ranged 2d10 Piercing 80/240


PHB

Merchant Scales

Adventuring Gear

Varies

A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.


Smith's Tools

Adventuring Gear

Common

These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Smith's tools allow you to work metal, heating it to alter its shape, repair damage, or work raw ingots into useful items.   Components. Smith's tools include hammers, tongs, charcoal, rags, and a whetstone. Arcana and History. Your expertise lends you additional insight when examining metal objects, such as weapons. Investigation. You can spot clues and make deductions that others might overlook when an investigation involves armor, weapons, or other metalwork. Repair. With access to your tools and an open flame hot enough to make metal pliable, you can restore 10 hit points to a damaged metal object for each hour of work. Smith's Tools Activity                                              DC Sharpen a dull blade                           10 Repair a suit of armor                         15 Sunder a nonmagical metal object       15


PHB

Thieves' Tools

Adventuring Gear

Uncommon

This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks. Perhaps the most common tools used by adventurers, thieves' tools are designed for picking locks and foiling traps. Proficiency with the tools also grants you a general knowledge of traps and locks.   Components. Thieves' tools include a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. History. Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps. Investigation and Perception. You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence. Set a Trap. Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else's attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate. Thieves' Tools Activity                      DC Pick a lock                 Varies Disable a trap            Varies


PHB

Tinker's Tools

Adventuring Gear

Common

These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. A set of tinker's tools is designed to enable you to repair many mundane objects. Though you can't manufacture much with tinker's tools, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail.   Components. Tinker's tools include a variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue. History. You can determine the age and origin of objects, even if you have only a few pieces remaining from the original. Investigation. When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago. Repair. You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flame hot enough to make the metal pliable. Tinker's Tools Activity                                                            DC Temporarily repair a disabled device                   10 Repair an item in half the time                           15 Improvise a temporary item using scraps            20


The statblocks of your class features

Tasha's Cauldron of Everything

Artificer (Armorer)

An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer's magic, unleash potent attacks, and generate a formidable defense.
The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.

Artificer Level Features
3rd Tool Proficiency, Armorer Spells, Arcane Armor, Armor Model
5th Extra Attack, Armorer Spells
9th Armor Modifications, Armorer Spells
13th Armorer Spells
15th Perfected Armor
17th Armorer Spells
hit dice: 1d8 per level
hit points at 1st level: 1d8 + Constitution modifier
hit points at higher levels: 1d8 + Constitution modifier per level
armor proficiencies: Heavy Armor
weapon proficiencies: No additional weapon proficiencies.
tools: This subclass gains proficiency with the either the smith's tools or another type of artisan's tools at 3rd level (see Tool Proficiency feature).
saving throws: No additional saving throw proficiencies.
skills: No additional skill proficiencies.
starting equipment:
No additional equipment.
spellcasting:
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Artillerist Level Spell
3rd Magic Missile, Thunderwave
5th Mirror Image, Shatter
9th Hypnotic Pattern, Lightning Bolt
13th Fire Shield, Greater Invisibility
17th Passwall, Wall of Force
class features:
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Arcane Armor
Beginning at 3rd level, your metallurgical pursuits have led you to making armor a conduit for your magic. As an action, you can turn a suit of armor you're wearing into Arcane Armor, provided you have smith's tools in hand. You gain the following benefits while wearing this armor:
  • If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
  • You can use the arcane armor as a spellcasting focus for your artificer spells
  • The armor attaches to you and can't be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a body part it is replacing.
The armor continues to be Arcane armor until you don another suit of armor or you die.

Armor Model
Beginning at 3rd level, you can customize your Arcane Armor. When you do so, choose one of the following models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.
Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls
You can change the armor's model whenever you finish a short or long rest, provided you have the smith's tools in hand.
  Guardian: You design your armor to be in the front line of conflict. It has the following features
  • Thunder Gauntlets: Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it and it deals 1d8 Thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting a pulse when the creature attacks someone else.
  • Defensive Field: As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you can regain all expended uses when you finish a long rest.

Infiltrator: You customize your armor for subtle undertakings. It has the following features:
  • Lightning Launcher: A gemlike node appears on one of your armored fists on the chest (your choice). It counts as a simple ranged weapon with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 Lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 Lightning damage to that target.
  • Powered Steps: Your walking speed increases by 5 feet.
  • Dampening Field: You have advantage on Stealth checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other as normal.


Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

 
Armor Modifications
At 9th level, you can learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purpose of your infuse items feature: armor (the chest piece), boots, helmet ad the armor's special weapon. Each of those items bear one of your infusions, and the infusions transfer over if your change your armor's model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.

Perfected Armor
At 15th level, your Arcane Armor gains additional benefits based on its model as shown below:
  • Guardian: When a huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force the creature to make a Strength saving throw against your spell save DC, pulling the creature up to 30 feet toward you to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee attack against it as part of this reaction. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest
  • Infiltrator: Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 Lightning damage.
subclass options:
This is one of the subclasses available to Artificers.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Homebrew

Kruggunite

They live in cities on a desolate planet far at the edges of known reality, in a society focused on the creation of machines and technological advancements, governed by their creator god Krugg and a Council of Engineers/Tinkerers/Innovators. While rather isolationist, the planet has recently opened to the greater galaxy and accepting of other races and species.
ability score increase: +2 Con, +2 Any
age: Undetermined; likely in the centuries
Size: Medium
speed: 30ft
Languages:
race features:
While much like any other humanoid species elsewhere in Everywhere, due to their close ties with their creator god Krugg each recieve a blessing from him called a Touch, as often this is imparted through a physical interaction with him. They can be any of the following:
Common Blessings
Rework
The gift to repair broken Machineworks. Requires touching the Machinework and having knowledge of how it’s supposed to work, but depending on personal skill and damage to objects being repaired, the needed parts and time to repair may vary. There must be parts in the immediate vicinity and it doesn’t negate strain or damage on them.
Boost
The gift to make Machineworks run better and faster. Requires touching the Machinework and having knowledge of the targeted function. Depending on personal skill the amount of functions and length of the boosts may vary. Overuse may cause an escalating amount of Qenaztium Flashback.
Download
The gift to envision the intricacies of Machineworkery. Requires touching the Machinework. Depending on personal skill, the amount of knowledge gleaned and length of touch required may vary, but they must remain in touch to continue using it. Overuse causes severe headaches.
Keeneye
The gift to shift one’s vision to see Machineworks and the world in more convenient ways. Requires conscious effort, but depending on personal skill the required focus, a myriad of different spectrums and length of use may vary, but it always seems to lessen their other senses while in use. Overuse causes intense eye strain.
Analyze
The gift to know what a material is. Requires focus, touch, sight, taste or smell, but depending on personal skill, the amount of any sense needed and amount of information felt varies greatly. Especially on specific details.
Wielder
The gift to use materials in healing Kruggunites by bonding the materials to their body. Requires touching and often intense focus, but depending on personal skill, heat or Alchemic Solutions may be used with metal and alloys to varying degrees of success and metallic scarring.
Conduit
The gift to pass information from one Kruggunite to another. Requires touching conscious effort, but depending on personal skill and complexity of the information, the length of time it takes to pass from person to person can vary greatly. Easily gets rather invasive.
      Rare Blessings
  Shopkeep’s Transmaterialism
The gift to reshape a material from one shape to another. Requires touching the material, but depending on personal skill, the speed of the transformation and ability to craft things complex as Machinework or intricate parts varies greatly. Difficult to use effectively.
Tradeworker’s Equivalent Exchange
The gift to change matter from one form into another. Requires molecular knowledge of both forms, but depending on personal skill, the speed on the exchange and the control of the matters can vary greatly. Difficult to use effectively.
Alchemist Sense
The gift to feel when Qenaztium is being used. Requires focus and depending on personal skill, how much, how far and how well may vary.
Engineer’s Creative Intuition
The gift to receive a burst of inspiration when working. Requires intense focus and doesn’t always give you what you want, but depending on personal skille, the ability to focus and the inspirational length may vary.
Journeyman Instinct
The gift to feel and react to things unnaturally fast. Requires little focus, and depending on personal skill, can be used for varying lengths of time, but also tires out the user greatly upon completion.
Engineer’s Plight
The gift to feel and smooth out kinks in a Machineworkery. Requires touch, and knowledge of both how it should work, and what is being fixed. Depending on personal skill, the speed in which it is fixed and how long it lasts may vary greatly. Machineworks will inevitably break again.
Tinkerer’s Delight
The gift to change any Machinework parts to one’s specifications. Requires touch and knowledge of parts before and after the manipulation and depending on personal skill, the speed and amount of the manipulations before they inevitably break may vary. Parts always change, even if it shouldn’t quite work, but they always break.
Smith’s Boon
The gift to cover one’s body with a material hard as steel. Requires conscious effort, but depending on personal skill the speed and form it can come back and durability can vary greatly. Particularly rare.

  Legendary Blessings
  Cogwork Manipulations
The gift to entirely change one Machinework of any time into another. Only an equivalent amount of material must be present, not the knowledge.
Inner Machinations
The ability to fully feel, repair, soothe and heal another Kruggunites or Machinework, physically or mentally. Activated on touch.
Unlimited Machinework
The ability to negate the side effects of all other blessings, making the perfect machine run perfectly. Activated on touch or focus.
Stronger and more sturdy than average due to their unique biological nature, they have several notable differences from the other races. Their bodies are almost metal-like from their blood being thick and filled with more minerals and metals, their bone's being sturdy like metal and skin durable like metal sheets. Even their brains process information more like computer AI than regular biological beings and their bodies are conductive and resistant to electric energy.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB

Fire Bolt

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
At higher levels: This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Available for: Artificer, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcer, Wizard

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30’ (Short)
Components: V, S
Duration: Concentration, Concentration, up to 1 round/level
A spectral, floating hand appears at a point you choose within range. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use a bonus action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds.
Available for: Wizard

PHB

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: V, S, M
Materials: two lodestones
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

PHB

Message

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S, M
Materials: a short piece of copper wire
Duration: 1 round
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

PHB

Spare the Dying

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Level 1 Spells

PHB, pg.220

Burning Hands

1-level Evocation

Range/Area: Self, 15ft cone
Components: V/S
Duration: Instant
Attack/Save: Dex
Damage/Effect: fire
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 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.
At higher levels: When casting at 2nd level or higher, damage increases by 1d6 for each slot level above 1st
Available for: Wizard, Sorcerer

XGtE

Catapult

1-level Transmutation

Casting Time: 1 action
Range/Area: 60 feet
Components: S
Duration: Instantaneous
Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

PHB

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

PHB

Feather Fall

1-level Transmutation

Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range/Area: 60 feet
Components: V, M
Materials: a small feather or piece of down
Duration: 1 minute
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

PHB

Fog Cloud

1-level Conjuration

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Concentration, 1 hour
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

PHB

Grease

1-level Conjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: a bit of pork rind or butter
Duration: 1 minute
Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

PHB

Identify

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Touch
Components: V, S, M
Materials: a pearl worth at least 100gp and an owl feather
Duration: Instantaneous
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
  If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

PHB

Magic Missile

1-level Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

PHB

Ray of Sickness

1-level Necromancy

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Instantaneous
A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

UAMM

Remote Access

1-level Transmutation

Range/Area: 120ft
Components: V/S
Duration: 10 minutes
[TECHNOMAGIC] You can use any electronic device within range as if it were in your hands. This is not a telekinesis effect. Rather, this spell allows you to simulate a device’s mechanical functions electronically. You are able to access only functions that a person using the device manually would be able to access. You can use remote access with only one device at a time.
Available for: Sorcerer, Warlock, Wizard

PHB

Thunderwave

1-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
  In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Level 2 Spells

PHB

Arcane Lock

2-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: gold dust worth at least 25 gp, which the spell consumes
Duration: Until Dispelled
You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.
  While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

PHB

Mirror Image

2-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 1 minute
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
  Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
  If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
  A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
  A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

PHB

Shatter

2-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: a chip of mica
Duration: Instantaneous
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
  A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

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

Leather Armor

Armor (Light)

Common

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis.
Light 11 + Dex Modifier No

Cost: 10 gp
Weight: 10 lb

Homebrew

Airboard

Vehicle

Common

An airboard is essentially a arial skateboard with far greater speed, and a retractable sail that both helps steer and keep a grip.


Homebrew

+1 Scimitar

Weapon

Rare

You have +1 to attacks and damage with this weapon

This glowing green scimitar was found in the Talthorian embassy after a fight with an unknown group had broken out.

Type Damage Damage Range
Martial Melee 1d6+4 Slashing



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AConfusedMistake.

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