| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 12 | +1 | +1 |
| CON | 16 | +3 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +5 |
| WIS | 12 | +1 | +1 |
| CHA | 10 | +0 | +0 |
Infused Equipment.
Wears an enhanced breastplate (+1 AC) and wields a custom carbine and standard lance. The carbine is considered magical and doesn't require ammunition.
Tech Adept.
Uses Intelligence for spell-like abilities (spell save DC 13, +5 to hit with spell attacks).
Carbine (Firearm).
Ranged Weapon Attack: +3 to hit, range 80/240 ft., one target.
Hit: 1d6 + 1d4 + 1 piercing damage.
Notes: Magical weapon. No ammo required.
Lance.
Melee Weapon Attack: +4 to hit, reach 10 ft., one target.
Hit: 1d12 + 2 piercing damage.
Notes: Disadvantage on attacks within 5 feet (standard lance rules). Two-handed when not mounted.
Arcane Grenade (Recharge 5–6).
Throws a device to a point within 60 feet. Each creature in a 10-foot radius must make a DC 13 Dexterity saving throw, taking 2d6 force damage and being pushed 10 feet on a failure (half damage on success).
Overclock Weapon (Recharge 4–6).
The artificer powers up a weapon. Until the end of the turn, its weapon attacks deal an extra 1d4 lightning damage.
Tactical Support (1/day)
As a bonus action, the artificer boosts an ally within 30 feet. That creature gains a 1d4 bonus to attack rolls and saving throws for 1 minute (concentration, like Bless).
Description
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Previous Versions
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7/14/2025 6:44:15 PM
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Coming Soon
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