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Eklar

4 Level (2700/6500 XP for level-up) Custom (Deception, Medicine) Background Human Race / Species / Heritage Neutral Good Alignment
Inventor
Level 4
Hit Dice: 4/4
1d8+2 Class 1

STR
10
+0
DEX
16
+3
CON
14
+2
INT
16
+3
WIS
12
+1
CHA
10
+0
36
Hit Points
+3
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
2 / 2
Smoke Bombs
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+3 Dexterity
+4 Constitution
+5 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+3 Acrobatics DEX
+1 Animal Handling WIS
+7 Arcana INT
+0 Athletics STR
+2 Deception CHA
+3 History INT
+1 Insight WIS
+0 Intimidation CHA
+5 Investigation INT
skills
+3 Medicine WIS
+3 Nature INT
+3 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+3 Religion INT
+5 Sleight of Hand DEX
+3 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Ricocheting Chakram +5 DEX 1d8+3 Slashing
 Finesse, Thrown (range 30/90), Special
Dagger +5 DEX 1d4+3 Piercing
 Finesse, Light, Thrown (range 20/60)
Net +2 STR 0 Bluedgeoning
 Special, Thrown (range 5/15)
Attacks
Magic Item Analysis
Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the detect magic and identify spells, and you can cast them as a ritual, requiring no material components.

Tool Expertise
Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gained from this class.

Arcane Retrofit
Additionally at 2nd level, you gain the ability to retrofit magical gear. During a long rest you can perform a ritual using any +1, +2, or +3 weapon—excluding artifacts and sentient weapons—to transfer the magic into an inventor weapon (a weapon created by a subclass feature or upgrade). For example, you can turn a +1 longsword and your Impact Gauntlet into a +1 Impact Gauntlet. This includes weapon-like Upgrades that make attack and damage rolls, such as a Warsmith’s Force Blast. You can’t transfer any properties from a magical weapon besides a bonus to attack and damage rolls, and the original weapon is destroyed in the process. Additionally, you can convert a set of armor with a magical bonus to AC to a lighter armor type.

Gadgetsmith’s Proficiency
When you choose this specialization at 1st level, you gain proficiency with nets, rapiers, whips, and tinker’s tools.

Essential Tools
At 1st level, you’ve mastered the creation of the essential reusable tools for surviving the battlefield as a gadgeteer. You have the following items:
• Gadgetsmith Weapon. Choose one of the following from the Upgrade section: Impact Gauntlets, Lightning Baton, Repeating Hand Crossbow, Ricocheting Weapon, or Shock Generator. You gain the chosen upgrade, and it doesn’t count against your total number of upgrades. [Shock Generator]
• Grappling Hook. You can forgo any attack you make as part of the Attack action to throw your grappling hook at a target within 20 feet of you. The target can be a creature,object, or surface. If the target is Small or smaller, make a grapple check against it, pulling it to you and grappling it on a success. If the target is Medium or larger, you can instead pull yourself to it (no check required this doesn’t grapple the target. Opportunity attacks provoked by this movement are made with disadvantage.
• Smoke Bomb. As an action, you can use a smoke bomb to cast the fog cloud spell centered on yourself, without expending a spell slot and requiring no components. The spell lasts for a number of rounds equal to your Intelligence modifier and doesn’t require your concentration. When you cast fog cloud in this way, you can choose for it to have a radius of 5, 10, 15, or 20 feet.

Additional Upgrade
At 3rd level, you’ve mastered the essential tools and have begun to tinker with ways to expand your arsenal. The number of upgrades you can have, based on your class level, increases by one. It increases by one again at 5th level (for a total of two more than shown in the Inventor class table). [Ricocheting Weapon, Jumper Cable]

Recycle Gadgets
Starting at 3rd level, you can disassemble your gadgets and create different ones during a long rest. When you finish the rest, you can replace any upgrade you have with a new one. The chosen upgrade must still be one that is valid for the level at which you gained the replaced upgrade. For example, at 9th level, you can only have one upgrade that has a 9th-level prerequisite.
Additionally, if one of your gadgets is destroyed, you can use this feature to recreate it over the course of a long rest, which requires materials worth 20 gp.

Feat: Skill Expert
+1 CHA, Perception Proficiency, Arcana Expertise


STATBLOCK:
9 - 15 - 13 - 15 - 11 - 8

HUMAN
10 - 16 - 14 - 16 - 12 - 9

ASI
10 - 16 - 14 - 16 - 12 - 10

Features & Traits

  • Studded Leather

  • Dungeoneer's Pack

  • Thieves' Tools

  • Tinker's Tools

  • Net

  • Dagger



Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 5, Platinum: 0 Money
Languages: Common
Armor: Light armor, medium armor
Weapons: Simple weapons, hand crossbows, heavy crossbows, rapier, net, whip
Tools: Thieves Tool (inventor), Tinker's Tool (inventor).

Languages & Proficiencies
Cantrips
  • Shocking Grasp
  • 1st level spells
  • Disguise Self
  • Expeditious Retreat
  • Feather Fall
  • Arcane Weapon
  • Identify [R]
  • Detect Magic [R]

  • Spellcasting
    Ricocheting Weapon
    You create a thrown melee weapon enchanted or engineered to ricochet off its targets and return to your hand. You have proficiency with this weapon, which has a normal range of 30 feet and a long range of 90 feet, and it has the finesse and thrown properties, as well as the special property (described below). It deals 1d8 bludgeoning, piercing, or slashing damage
    on a hit (your choice when you choose this upgrade). You can Arcane Retrofit this weapon.
    Special. When this weapon is thrown, you can target two creatures within 10 feet of each other, making a separate attack roll against each target; the damage dealt by the attack
    is halved for each target hit after the first. In addition, the weapon flies back to your hand immediately after the attack.

    Shock Generator
    You create a device capable of generating potent shocks. You can use this device to cast shocking grasp. When you cast shocking grasp in this way, you can use either your Dexterity or Intelligence modifier for the attack roll.

    Jumper Cable (Prerequisite: Shock Generator upgrade)
    Once per turn when you deal lightning damage with a cantrip from your Shock Generator, you can add your Intelligence modifier to the damage dealt.
    Additionally, you can use your Shock Generator as an action to make a DC 10 Intelligence (Medicine) check, attempting to stabilize a dying creature within your reach. If you succeed on the check, the creature regains 1 hit point, becoming conscious again, and gains a number of temporary hit points equal to your inventor level. When you stabilize a creature in this way, it gains one level of exhaustion.

    Gadgets


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
    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.

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