+8 | Expertise Bonus | |
+4 | Proficiency Bonus |
+5 | Strength | |
+2 | Dexterity | |
+6 | Constitution | |
+1 | Intelligence | |
+2 | Wisdom | |
+0 | Charisma |
+2 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+1 | Arcana | INT | |
+5 | Athletics | STR | |
+0 | Deception | CHA | |
+1 | History | INT | |
+6 | Insight | WIS | |
+4 | Intimidation | CHA | |
+1 | Investigation | INT |
+2 | Medicine | WIS | |
+1 | Nature | INT | |
+6 | Perception | WIS | |
+0 | Performance | CHA | |
+4 | Persuasion | CHA | |
+1 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+6 | Stealth | DEX | |
+2 | Survival | WIS | |
+9 | Tailoring Tools | INT | |
+9 | Tinkering Tools | INT |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Battle Rifle Mk.LXVII | +6 | DEX | 3d6+2 | Piercing | |
Two-Handed, Reload 3, Misfire 3, (range 60/300) | |||||
Shooting Stars (Twin Pistols) | +6 | DEX | 1d8+2 | Piercing | |
Two-Handed, Reload 2, Misfire 1, (range 40/120) | |||||
Heart (Magnum) | +6 | DEX | 4d10+2 | Piercing | |
Reload 1, Misfire 4, (range 40/120) | |||||
Sawed-cut Shogun | +6 | DEX | 2d8+2 | Piercing | |
Two-Handed, Reload 1, Misfire 2, (range 15/60) | |||||
Hunting Rifle | +6 | DEX | 1d12+2 | Piercing | |
Two-Handed, Reload 1, Misfire 2, (range 90/480) | |||||
Metal Bat | +6 | DEX | 1d6+2 | Bludgeoning | |
Light | |||||
Wolf Claws | +6 | DEX | 1d4+3+2 | Slashing | |
Finesse |
The statblocks of your Weapons, armor and other important/magical equipment
Wondrous Item Legendary (this item requires attunement)
This armor is a WIP of Elminster that is still in the alpha stage of production. Made from pieces of Elminster, among other materials. this armor has the capability of improving with time. Protecting the user while allowing flexible mobility. Wearing this armor counts as wearing a Utility belt. You can store up to 3 heavy weapons and 3 consumable items for Bonus Action use with this armor. You also gain the following benefits.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Medium | 14 + Dex Modifier (Max 2) |
Wondrous Item
Uncommon Transmutation
Tattoo Elemental
While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action cannot be used again until the next dawn.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d6 | Force | 15 |
Cost: 2000 gold credits
Wondrous Item
Uncommon Transmutation
Tattoo Attunement.
While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled by you.
As an action, the creature can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this tattoo on a different creature.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 3d6 | Force | 15 |
Cost: 2000 gold credits
Armor (Light)
Rare Enchantment Requires Attunement
This specialty leather armor is designed for the craftsman and leatherworking. Providing ample protection from any mishaps and any potential dangers. The leather itself adjusts to the wearer and provides a +3 Intelligence modifier.
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Light | 12+Dex mod | No |
Adventuring Gear
Very Rare Divination Requires Attunement
This watch has been remodeled to digital screened braces and updated with Elminster's knowledge base of innumerable creatures, equipment, and magical items.
When identifying a creature, this device will tell the wearer the target's current health condition, status ailment and true identity, even when disguised or under a illusionary spell. In addition of a creature being scanned, you can scan the creature again to see it's it's strengths or weaknesses. You must be able to see the creature and it must be within 30 feet of you to use this feature.
When identifying an object, the braces are under the effect of the Identify spell cast as a Ritual spell. You must be touching the item throughout the use of this feature.
After the target is scanned, you will be notified of the target's location if it is within 100 feet. If the target is moving, you know the direction of it's movement.
Using this item on a target consumes one charge. This watch has a maximum of 3 charges and regains 1 charge once per day.
Firearm
Very Rare Evocation Requires Attunement
A custom quad-barrel magnum crafted by the terrorist Steven Steele. This cursed weapon will deal half the damage dealt to it's wielder. This cursed weapon expels a loud boom noise when fired clearly audible up to 100 feet.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Ranged | 4d10 | Piercing |
Firearm
Rare
This battle rifled is manufactured by STEPP. Very accurate in it's precision and can easily be modified with additional attachments.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Ranged | 3d6 | Piercing | 120/240 |
Armor (Light)
Uncommon
This flexible leather armor has additional guards for the thighs giving additional protection without sacrificing agility.
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Light | 13+Dex mod | No |
Modern Uncommon [Abjuration]
While being worn, these shades prevents the wearer from being blinded or charmed (visually). However, the wearer will have disadvantage on any visual Perception and Investigation rolls.
Cost: 50 gp
Firearm
Common
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d6 | Bludgeoning |
Firearm
Common
Type | Damage | Damage | Range |
---|---|---|---|
Martial Ranged | 1d12 | Piercing | 120/240 |
Firearm
Common
A shotgun with it's barrel sawed off.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Ranged | 2d8 | None | 15/60 |
Wondrous Item
Uncommon
While you wear these boots, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the boots don't allow you to move this way on a slippery surface, such as one covered by ice or oil.
The statblocks of your class features
Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.
Most Warriors and combat specialist been there years perfecting the classic arts of swordplay, archery, or polearm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenges to master them. However, some minds couldn't stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survived these trials of ingenuity may become the first to create, and deftly wield, the first firearms. This archetype focuses on the ability to design, craft, and utilize powerful yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new untested technologies in the world or the Arcane energies that rule the elements are ever-present. Should this path of powder, fire, and metal call to you, keep your wits about you, hold on to your convictions as a fighter, and let skill meet luck to guide your bullets to strike true.
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies and elements of that property outline below. These properties replace the optional ones presented in the Dungeon Master's guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to its reload score before you must spend one attack or one action to reload. You must have one free hand to reload a firearm. Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapons misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm you must make a successful Tinkers tool check DC equal to 8 plus misfire score. If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Preachers who use a firearm without being proficient increase the weapons misfire score by one. Explosive. Upon a hit Tama everything within five feet of the target must make a dexterity saving throw DC equal to 8 plus your proficiency bonus plus your dexterity modifier or suffer one d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.Statblocks for your familiars, mounts etc.
Motorcycles are a great transportation across vast lands. Fast and versatile, but not as durable as a car.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.