Warforged Resilience. The warforged has advantage on saving throws against being poisoned and is immune to disease. Magic can’t put it to sleep.
Bonus Action: Infusion: Arcane Weapon. Copper can enhance a weapon with elemental energy or change the energy surrounding an already enhanced weapon. The weapon will now deal an additional 3 (1d6) elemental (Lightning/Fire/Cold/Acid/Poison) damage.
Bonus Action: Infusion: Enhanced Defenses. Copper can add 1 to his AC as he infuses his armor with protective energy.
Bonus Action: Identify Defenses. Copper takes careful inspection of a hostile creature he can see. He must make a Wisdom (Insight) check contested by the creature's Charisma (Deception) check. If Copper succeeds he gains insight into the target's defenses and how to best get around them, the artificer's next attack against that creature is made with advantage and deals an additional 2d6 damage on a hit.
Master of the Craft. Copper can cast the following spells at will without requiring material or somatic components:
identify, detect magic, arcane lock
Spellcasting. Copper is a 4th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +5 to hit with spell attacks). He requires no somatic or material components to cast his spells. Copper has the following spells prepared:
Cantrip (at will): acid splash, mending, shocking grasp
1st level (4 slots): cure wounds, grease, sanctuary, catapult
Multiattack. Copper makes two dagger attacks or one dagger and one wand of magic missiles attack.
Infused Returning Adamantine Dagger. Melee or Ranged weapon attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage.
Wand of Magic Missiles. Ranged spell attack: auto hit, range 120 ft., one, two or three targets. Hit: 3x 3 (1d4+1) force damage. (7 uses)
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Copper can take 1 legendary action, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Copper regains spent legendary actions at the start of his turn.
Flashpowder. Copper throws out a handful of combustive material to distract and confuse those around him. Any creature within 10 feet of the artificer must make a DC 12 Constitution saving throw or be blinded until the start of their next turn.
Shocking modification. Copper's chestplate opens up and blue energy shoots out at one creature within 20 feet of him. The creature must make a DC 12 Dexterity saving throw or be restrained until the end of their next turn as electricity courses through them.
Dragon's Throat. Copper exhales fire at a target within 15 feet of him. The target must make a DC 12 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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2/13/2020 11:08:00 AM
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15
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11
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Coming Soon
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