Lord Kelvin de Moustachio

Class & Level

Lv 9 Battle Smith

Species

Gnome

Background

Background

Alignment

______________

Strength

14

+2

Dexterity

16

+3

Constitution

14

+2

Intelligence

18

+4

Wisdom

12

+1

Charisma

12

+1

18

Armour
Class

+3

Initiative
Bonus

25

Movement
Speed

Health Points

Saving Throws

Strength

+2

Dexterity

+3

Constitution

+6

Intelligence

+8

Wisdom

+1

Charisma

+1

+4

Proficiency
Bonus

INT

+4

Spellcasting
Modifier

16

Spellsave
DC

Skills

Acrobatics Dex

+3

Animal Handling Wis

+1

Arcana Int

+8

Athletics Str

+2

Deception Cha

+1

History Int

+4

Insight Wis

+1

Intimidation Cha

+1

Investigation Int

+8

Medicine Wis

+1

Nature Int

+4

Perception Wis

+5

Performance Cha

+1

Persuasion Cha

+5

Religion Int

+1

Sleight of Hand Dex

+7

Stealth Dex

+7

Survival Wis

+1

Traits & Gear

Traits

Steel Defender
Medium construct
Armor Class: 15 (natural armor)
Hit Points: 51
Speed: 40 ft.
STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 4 (−3) 10 (+0) 6 (−2)
Saving Throws: Dex +1 plus PB, Con +10
Skills: Athletics +6, Perception +10
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, poisoned
Senses: darkvision 60 ft., passive Perception 10 + 8
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus (PB): equals your bonus
Vigilant. The defender can’t be surprised.
Actions
Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + 4 force damage.
Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + 4 hit points to itself or to one construct or object within 5 feet of it.
Reactions
Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.

 

  • Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.

Equipment & Money

Abilities & Actions

Passive Abilities

Abilities that don’t require an action, bonus action or reaction, such as something that increases your armour or enhances an attack.

Arcane Jolt

At 9th level, you’ve learned new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects:

  • The target takes an extra 2d6 force damage.
  • Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.

You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.

Actions

Abilities that take require an action, bonus action or reaction. 

Spells, Spellslots & Charges

Cantrips

Spells that don’t use up spellslots. A spellcaster’s equivalent to attacking.

Guidance
Mending

Spells

Levelled spells. These consume spellslots of that level, unless stated otherwise.

Shield

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Components: V, S
Duration: 1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Heroism

1st-level enchantment

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Spell Lists. BardPaladin

Branding Smite

Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

Longstrider

1st-level transmutation

Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of dirt)
Duration: 1 hour

You touch a creature. The target’s speed increases by 10 feet until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Cure Wounds
Invisibility

2nd-level illusion

Casting Time: 1 action
Range: Touch
Components: V, S, M (an eyelash encased in gum arabic)
Duration: Concentration, up to 1 hour

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.

Vortex Warp Lv2

2nd-level Conjuration

Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Instantaneous

You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.

Aura of Vitality Lv3
3rd-level evocation

Casting Time: 1 action
Range: Self (30-foot radius)
Components: V
Duration: Concentration, up to 1 minute

Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

Dispel Magic Lv3

3rd-level abjuration

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.