Class & Level

Power Armour Artificer Lv3

Species

Harengon

Background

Engineer

Alignment

______________

Strength

8

-1

Dexterity

14

+2

Constitution

16

+3

Intelligence

18

+4

Wisdom

12

+1

Charisma

10

+0

18

Armour
Class

+4

Initiative
Bonus

35

Movement
Speed

27

Max Health Points

Saving Throws

Strength

-1

Dexterity

+2

Constitution

+5

Intelligence

+6

Wisdom

+1

Charisma

+2

+2

Proficiency
Bonus

INT

+4

Spellcasting
Modifier

14

Spellsave
DC

Skills

Acrobatics Dex

+2

Animal Handling Wis

+1

Arcana Int

+4

Athletics Str

+1

Deception Cha

+0

History Int

+4

Insight Wis

+1

Intimidation Cha

+0

Investigation Int

+6

Medicine Wis

+1

Nature Int

+4

Perception Wis

+3

Performance Cha

+0

Persuasion Cha

+0

Religion Int

+4

Sleight of Hand Dex

+2

Stealth Dex

+5

Survival Wis

+1

Traits & Gear

Traits

The Hare folk are very traditional, as were your family once. On a Your family were slain when their caravan was attack by monsters. You lost your legs but we rescued by a passer by, Prof. Odenbach… master artificer. You learned everything he had to teach, eventually constructing your power armour, the “Heavy Metal MK.I”. The armour acts as new legs, but can unfold into a full robot suit of armour… and of course it shoots lasers..

Equipment & Money

Magitech Armour: You spellcasting tool. Your legs are mechanical and you can magically armour at any time. It cannot be removed)

Shield

 

 

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.

Magitech Power Armour

Your custom magitech armour is the infiltrator type, providing increased speed and ranged attacks.

In addition, you gain advantage on stealth rolls.

Actions

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

Plasma Blasters

Your palms are equipped with a magitech plasma ranged weapon with a normal range of 90 feet and a long range of 300 feet, d20+7 to hit and it deals 2d6+5 lightning damage on a hit.

Magitech Bound (Rabbit hop)

As a bonus action, you can jump 10 feet of your movement  without provoking opportunity attacks. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Reactive Armour/Lucky Footwork

When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save.

Spellslots & Other Counters

Counters that determine how many of a thing can be done between rests. Some replenish after a short rest, some require a full day.

Spellslots : Lv 1 : 🟦🟦🟦

 

 

Spells

Cantrips

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

Guidance

Range: Touch
Duration:
 Concentration, up to 1 minute
Give 1 person an extra 1d4 on a skill check (perception, stealth, investigation etc)

Spare the Dying

Casting Time: 1 action | Range: Touch | Duration: Instantaneous

Incapacitated Players must make “Death Save” throws for 3 turns, and have a chance at permanent death if thy fail them. You use your life support features to stabilize them.

Spells

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

Absorb Elements Lv1

Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage | Duration: 1 round

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, next time you make a melee attack, ad 1d6 of the same damage.

Cure Wounds Lv1

Casting Time: 1 action | Range: Touch
A creature you touch regains a number of hit points equal to 1d8 + 4. This spell has no effect on undead or constructs.

Faerie Fire Lv1

Casting Time: 1 action | Range: 60 feet – 20 feet radius | Duration: Concentration, up to 1 minute

All creatures in the spells radius must make a dexterity saving throw. Creatures who fail glow a colour of your choice. Attacks have advantage against them and they can’t hide or turn invisible.