AK-AK (Armored Artisan) | ||
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Class: Artificer |
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Alignment: True Neutral | Speed: 70 feet | |
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AC: 22 | |
Resistances: Immune to Poison & Sleep | ||
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Initiative: +5,
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Other Info | |||
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Lineage: Warforged |
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AppearanceLooks: A warforged with blue colored eyes, and three task-oriented forms. | Temperament: Steady, logical, effective. | Flaws: Does not consider the emotional costs. | |
Traits: The mission comes first. | Ideals: You are designed to overcome. | Bonds: Set Effective Goals, Meet or Exceed Them. | |
Languages: Common, Dot Code | Proficiencies: Simple Weapons, All Armors, Pistols, Alchemist's Supplies, Thieves' Tools, Tinker's Tools, Smith's Tools | ||
Gear |
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Attuned: The Reckoner, Chronometer of Precision, Bag of Creative Solutions, Amulet of the Planes, Flame Tongue, Ring of Protection |
Gear: Bag of Beans, Bead of Force, Cape of the Mountebank, Dimensional Satchel, Iron Bands of Bilarro |
Lineage | ||
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Warforged
Constructed Resilience. You are immune to Poison damage and the Poisoned condition. You don't need to eat, drink, or breathe. You don't need to sleep, and magic can't put you to sleep. Sentry's Rest. You can finish a Long Rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness. Integrated Protection. You gain a +1 bonus to Armor Class. Specialized Design. You have proficiency in Perception, and with Alchemist's Supplies. |
Background |
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Armored Artisan: +2 Dexterity, +1 Intelligence, Perception, Stealth, Pistols, Magic Initiate [Wizard]. |
Feats |
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Magic Initiate (Wizard): You learn two Wizard cantrips and one level 1 Wizard spell of your choice. You can cast the level 1 spell once without a spell slot per Long Rest. |
Sharpshooter: +1 Dexterity. Your ranged attacks with weapons ignore Half and Three-Quarters cover. Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with Ranged weapons. Attacking at Long Range doesn't impose Disadvantage on your attack rolls with Ranged weapons. |
Fey-Touched: +1 Intelligence. You always have Command and Misty Step prepared. You can cast each of these spells once without a spell slot per Long Rest, as well as with any available spell slots of appropriate level you may have. The spellcasting ability for these spells is the ability increased by this feat. |
War Caster: +1 Intelligence. You have Advantage on Concentration saving throws. When a creature provokes an Opportunity Attack from you by leaving your reach you can instead take a Reaction to cast a spell with a casting time of one action that targets only that creature. You can perform Somatic components while holding weapons or a Shield. |
Speedy: +1 Constitution. Your Speed increases by 10 feet. When you take the Dash action on your turn, Difficult Terrain doesn't cost you extra movement for the rest of that turn. Opportunity Attacks have Disadvantage against you. |
Speed: +1 Constitution. As a Bonus Action you can take the Disengage action, which also ends the Grappled condition on you. Your Speed increases by 30 feet. |
Class: Artificer (Armorer) |
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Class Features: Spellcasting (INT, Spell Save DC: 19), Tinker's Magic, Replicate Magic Items, |
Tinker's Magic: You know the Mending cantrip.
Additionally, as a Magic action while holding Tinker's Tools, you can create one item from the following list in an unoccupied space within 5 feet of yourself: Artisan's Tools, Ball Bearings, Basket, Bedroll, Bell, Blanket, Block and Tackle, Bucket, Caltrops, Candle, Crowbar, Flask, Jug, Lamp, Net, Oil, Paper, Parchment, Pole, Pouch, Rope, Sack, Shovel, String, Tinderbox, Torch, Vial. See the rules for the item in the Player's Handbook. The item lasts until you finish a Long Rest, at which point it vanishes. Uses: []/LR |
Replicate Magic Item: You can craft up to 6 replicated items, Known Plans: [*Ring of Protection, Iron Bands of Bilarro, Cape of the Mountebank, Bead of Force, Bag of Beans, *Flame Tongue, Dimensional Shackles, |
Charge Magic Item: As a Bonus Action, you can touch a magic item within 5 feet of yourself that you created with Replicate Magic Item and uses charges. You recharge the item and expend a level 1+ spell slot. The number of charges an item regains is equal to the level of spell slot expended.
Drain Magic Item: As a Bonus Action, you can touch a magic item within 5 feet of yourself that you created with Replicate Magic Item and cause the item to vanish, converting its magical energy into a spell slot. The slot is level 1 if the item is Common or level 2 if the item is Uncommon or Rare. Once you use this feature, you can't do so again until you finish a Long Rest. Any spell slot you create with this feature vanishes when you finish a Long Rest. Transmute Magic Item: As a Magic action, you can touch one magic item within 5 feet of yourself that you created with Replicate Magic Item and transform it into a different magic item. The resulting item must be based on a magic item plan you know. Once you use this feature, you can't do so again until you finish a Long Rest. |
Spell-storing Item:
When you finish a Long Rest you can touch a weapon or spellcasting focus, and store a spell in it. Choose a level 1, 2, or 3 Artificer spell that has a casting time of an action and doesn't require consumed Material components (you don't have to prepare the spell).
While holding the object, a creature can take a Magic action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires Concentration, the creature must concentrate. Once a creature has used the object to produce the spell's effect, the object can't be used this way again until the start of the creature's next turn. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object. Uses: |
Soul of Artifice:
You have developed a mystical connection to your magic items, which you can draw on for aid. You gain the following benefits.
Cheat Death: If you're reduced to 0 Hit Points but not killed outright, you can disintegrate any number of Uncommon or Rare magic items created by your Replicate Magic Item feature. If you do so, you instead drop to a number of Hit Points equal to 20 times the number of magic items disintegrated. Magical Guidance: Whenever you use your Flash of Genius and the affected ability check or saving throw still fails, that use of Flash of Genius isn't expended if you have Attunment to at least one magic item. |
Cantrips: Mending, Acid Splash, Fire Bolt, Mage Hand, Guidance, Background [Blade Ward, Message] |
Spells: Cure Wounds, Longstrider, Detect Magic [Ritual], Feather Fall, Magic Missile, Thunderwave, Identify, Invisibility, Mirror Image, Shatter, See Invisibility, Dispel Magic, Fly, Hypnotic Pattern, Lightning Bolt, Blink, Resilient Sphere, Fire Shield, Greater Invisibility, Summon Construct, Bigby's Hand, Circle of Power, Passwall, Wall of Force, Wall of Stone, Background [ |
Spell Slots: 1: 2: 3: 4: 5: |
Subclass Features |
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Level 3: Armorer Spells: You always have Armorer Spells prepared. Spells. Magic Missile, Thunderwave, Mirror Image, Shatter, Hypnotic Pattern, Lightning Bolt, Fire Shield, Greater Invisibility, Passwall, Wall of Force |
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No Strength Requirement: If the armor normally has a Strength requirement the Arcane Armor lacks this requirement for you. Quick Don and Doff: You can don or doff the armor as a Utilize action. Second Skin: 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 missing limbs, functioning identically to a limb it replaces. Spellcasting Focus: You can use the Arcane Armor as a Spellcasting Focus for your Artificer spells. |
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Dreadnaught: Armor Flail: Simple Melee +11 to hit, 2d6+5 Bludgeoning damage, Reach. Giant Structure: As a Bonus Action you transform your armor for 1 minute, becoming Large or Huge and gaining +10 feet of reach and a Fly Speed equal to your Speed. You can use this option a number of times equal to your Intelligence modifier per Long Rest. Wrecking Ball: If you hit a creature that is at least one size smaller than you with the flail you can push the creature up to 10 feet straight away from yourself or pull the creature up to 10 feet toward yourself. Guardian: Thunder Gauntlets: Simple Melee +11 to hit, 1d10+5 Thunder damage. Distracting Pulse: A creature hit by the gauntlet has Disadvantage on attack rolls against targets other than you until the start of your next turn. Defensive Field: While you are Bloodied you can take a Bonus Action to gain Temporary Hit Points equal to your Artificer level. You lose these Temporary Hit Points if you doff the armor. Perfected: When a Huge or smaller creature ends its turn within 30 feet of you, you can take a Reaction to magically force that creature to make a Strength saving throw against your spell save DC. On a failed save, you pull the creature up to 25 feet directly to an unoccupied space. If you pull the target to a space within 5 feet of yourself you can make a melee weapon attack against it as part of this Reaction. You can use this option number of times equal to your Intelligence modifier per Long Rest. Infiltrator: Lightning Launcher: Simple Ranged +11 to hit, 2d6+5 Lightning damage. Thrown (90/300). 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. Lightning Jolt: +2d6 Lightning damage 1/turn. Powered Steps: +5 Speed. 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. |
Armor and Attacks |
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Armor: Studded Leather +3, Warforged, Ring of Protection 22 AC |
Attacks:
The Reckoner [Vex] 1h, 5-feet, 30/90, +11 to hit, 1d10+5 Piercing damage, Ammunition (Bullet, clips of 10) Armor Piercing (+1 to hit against objects and targets wearing armor) Semi-Automatic (one extra attack with this weapon as a Bonus Action later on the same turn) Scope (aim as Bonus Action: next long range attack has Advantage) Stopping Power (cycle mastery from Vex -> Push -> Topple -> Slow with each hit on same ranged target in same turn) Pistol Whip (Melee 2d4 Bludgeoning [Sap]) Frangible (When rolling damage dice for this weapon, you can reroll any or all of the dice once) Improved Over Penetration (Magic action: 2/combat 90ftx5ft Line, Dex save DC 19, 6d10+5 Force damage) |
Flame Tongue Rapier 1h, 5-feet, +11 to hit, 1d8+5 Piercing +2d6 Fire when aflame damage, Finesse Flame On: Bonus Action: set aflame, shedding Bright Light in a 40-feet radius and Dim Light in an additional 40-feet radius |
Acid Splash 60-feet, DC 19 Dex save, 4d6 Acid damage, 5-foot Sphere |