Medium or Small Humanoid, Lawful Neutral
AC 17 Infused Breastplate    Initiative +1 (11)
HP 45 (6d8 + 18)
Speed 30 ft.
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
Skills Arcana +5, Investigation +5, Perception +3
Resistances Lightning, Thunder
Gear Infused Breastplate, Carbine, Lance,
Senses Passive Perception 13
Languages Common, Elvish, Gnomish
CR 2 (XP 450; PB +2)
Traits

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).

Actions

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).

Bonus Actions

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

Name Date Modified Views Adds Version Actions
7/14/2025 6:44:15 PM
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Coming Soon
MaybeFernstar

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