Race: Tiefling Blood of ZarielÂ
Class: Gunsmith Artificer (14)/ Warlock, Archfey (17)(Deity: Archfey)
Alignment: Chaotic Good
Languages: Common, Tiefling, German (Brewer speak)
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Proficiencies
-All armor
-Shields
-Simple and Martial weapons
-Range weapons
-Firearms
-Thieves' tools, Tinker's tools, one artisan's tools, smiting tools
Backstory
Worked for a brewery that went broke due to low profits and expensive materials. Now is adventuring around because she doesn't have anything better to do and still looking for a more permanent job
Features
-5' 7.5''
-Immune to fire
~Same size as humans (Medium)
-Devil's Sight 60ft
-Violet skin, horns, forked tongue, scared face from acid
-Fear of being forgotten and mimics
-Both parents are alive
-Ring of Lust
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Legendary Features
-Devil's Sight
-Infernal Hide: Unarmed defense; 13+DEX modifier, can still use shields
-Prehensile Tail: Your tail is an appendage, which you can use to perform tasks. It cannot perform somatic components, wield shields or weapons without the light property, or hold weight greater than your Strength score (in lbs)
STATS
HP: 405
AC: 32 (33 with shield)
Movement: 40ft, 120ft flying
DISADV Initiative: +5
PB: +9
Art Spell Attack: +13
War Spell Attack: +13
Art Spell Save DC: 23
War Spell DC: 23
PassWIS: 11
STATS
STR: 13 (+1)
DEX: 20 (+5)
CON: 16 (+3)
INT: 22 (+6)
WIS: 12 (+1)
CHA: 20 (+5)
Saving Throws:
STR: +10
DEX: +16
CON: +14
INT: +17
WIS: +3
CHA: +14
+10 to death saving throws, if sum is 20 or higher, counts as nat 20
+5 from Lucky Stones
Evasion, 1/2 if fail, none if success
Skills:
ADV History: +15
2 ADV Acrobatics: +13
Investigation: +15
Nature: +10
Medicine: +10
2 ADV Persuasion: +23
ADV Arcana: +32
ADV Insight: +19
Deception: +14
Athletics: +10
+5 from Lucky Stones
Attacks: 2 times, Pact: 4 times
The Masque of the Red Death: +25 to hit, 5ft, 80ft/240ft, 4d10+24 piercing/slashing + 3d8 psychic/radiant/necrotic + 4d6 poison/psychicÂ
Elysian Handcannon: +19 to hit; 60/120ft; Magical 3d10+9 piercing + 3d12 psychic + 2d10 force
Spell slots:
1st level: 4
2nd level: 3
3rd level: 3
4th level: 1
PACT SPELL: 5th level; 3
Mystic Arcanum: 6th,
Mystic Arcanum: 7th,
Mystic Arcanum: 8th,
Mystic Arcanum: 9th,
Beneficial: Fire
Immune: Psychic, Necrotic. Charm, Diseases
Resistance: Radiant, Poison, Hellfire, Cold, Thunder
Vulnerabilities:Â
Eldritch Invocations
Devil's Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet
Green Lord's Gift
The Green Lord oversees a verdant realm of everlasting summer. Your soul is linked to his power. Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value
Eyes of the Rune Keeper
You can read all writing
Thirsting Blade
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn
MoonBow
You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level
Arcane Gunslinger
You can create a pact weapon that is a sidearm or long arm, and you can transform a magical sidearm or long arm into your pact weapon
Gift of the Depths
You can breathe underwater, and you gain a swimming speed equal to your walking speed. You can also cast water breathing without expending a spell slot. You regain the ability to do so when you finish a long rest
Unearthly Energy
You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activityÂ
Feats
Skill Expert
You have honed your proficiency with particular skills, granting you the following benefits: Increase one ability score of your choice by 1, to a maximum of 20. You gain proficiency in one skill of your choice. Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus
Heavily Armored
You have trained to master the use of heavy armor, gaining the following benefits: Increase your Strength score by 1, to a maximum of 20. You gain proficiency with heavy armor
Tough
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Poisoner
You can prepare and deliver deadly poisons, granting you the following benefits:
When you make a damage roll that deals poison damage, it ignores resistance to poison damage. You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.
You gain proficiency with the poisoner's kit if you don't already have it. With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn
Attuned to Death
You have a strange connection to the forces of death, granting you the following benefits: You gain proficiency in death saving throws, if your roll for a death saving throw ever reaches 20 or above, it is considered as if you had rolled a natural 20 for it. You gain resistance to necrotic damage, if you already have resistance to necrotic damage, you instead gain immunity to it
Lucky
You have 3 luck points, which can be spent on an attack roll, ability check, or saving throw. You can roll an additional d20 after rolling the die. Also one point can be spent on an attack roll against you. Luck points cancel out if multiple creatures influence the outcome. You regain your expended luck points when you finish a long rest
Legendary Resistance
When you fail on a saving throw, you may instead choose to succeed. You may use this feature a number of times equal to half your proficiency bonus (Rounded down), you regain all expended uses upon completing a long rest
Class actions
Actions
Magical Tinkering: Touch a tiny non-magical object and tinker with it, giving one of the following:
Object sheds a 10ft light
Object emits a recorded message 6 seconds and can be heard 10ft away
Object continuously emit an odor or a nonverbal sound of your choice in a 10ft area
Object will have static visual effects on its surface displaying a picture, 25 words, shapes or a mixture of these elements
*This will last indefinitely or you decide to end it with an action, the max is based on your INT modifier and when you go past it, the oldest one will immediately end*
*Must use your tools to do any spells*
Firearm Design: Imbue a design onto a firearm or change the design on a gun
Fey Presence: You can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest
Dark Delirium: Choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. You must finish a short or long rest before you can use this feature again.
Bonus Actions
Infuse Item: Pick an attribute you want this object to have from the artificer infusions table
Mystic Frenzy: When you cast a cantrip as an action, you can make a weapon attack as an bonus action
Reactions
Flash of Genius: When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll. You can use this feature a number of times equal to your Intelligence modifier. You regain all 5 expended uses when you finish a long rest
Misty Escape: When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. Once you use this feature, you can't use it again until you finish a short or long rest
Free Action
Eldritch Adept: You can use what ever Invocation you got from this feat
Pact of the Blade: Bond with a weapon of yours, adding your warlock spellcasting modifer to the attack and damage rolls
Class Passives
Firearm Adept: Can use your INT modifier instead of DEX modifier for attack and damage rolls when using guns
Resilient Body: Your HP maximum increases by an amount equal to two times your level in this class. Every time you gain a Warlock level, your maximum HP increases by an additional 3 HP. You may select this trait multiple times
Evasion: 1/2 damage when you fail, no damage if successful for all saving throws
Breaching Bomb
Explosive; As an action you may place an explosive on a surface you can touch, which the explosive sticks to. Provided you are within 60-feet of the explosive, you may use an apt action on your turn or at the end of another creatures turn to detonate the explosive. All creatures and objects within 5-feet of the explosive must succeed on a Dexterity saving throw, suffering 5d6 fire damage on a failed saving throw, or half as much on a successful one. Objects suffer double damage from this explosive. For every 3 levels in the Artificer class you have after level 20, this deals an additional 2d6 fire damage. Once you detonate this bomb, you cannot do so again until you complete a short or long rest. You may select this innovation multiple times however, gaining an additional bomb to use between rests for each subsequent taking.
Wild Hooves
Your movement speed is increased by 10-feet, and you ignore nonmagical difficult terrain caused by uneven ground or foliage. You may select this mutation multiple times, for each subsequent taking your movement speed is increased by 5 feet instead of 10-feet
Eldritch Might
You gain your choice of either 2 Eldritch Invocations, 2 Eldritch Mutations, or 1 of each, you must still meet the prerequisites for these Invocations/Mutations. Whenever you finish a long rest, you may exchange Invocations or Mutations gained from this feature for other ones of the same type. You may take this feature as many times as you wish
Item actions
Actions
Inconceivable stare: A creature you can see within 60ft must make a WIS saving throw DC 22 or be brain dead, use half of proficiency bonus per month
Glove of Ardor: 15ft cone, # of charges d8 fire damage
Ring of 3 Walnuts: Wish for something and it will make a walnut drop on your head for 1 bludgeoning damage, can do it 3 times before ring breaks
Depths in Thoughts: Cast Decect Thoughts (DC 14)
Turn back Time: Make the target's body reverting back to max HP, losing any conditions they didn't have before the battle and regain any lost points or spell slots
Infernal Summons: Once per day, as an action, you can blow the Fell Horn to summon a fiendish creature. The creature is chosen by the DM and remains under your control for up to 1 hour or until it drops to 0 hit points. The type of fiend summoned depends on the power level of the user
Healing Aura: As an action, you can use the halo to cast the spell Mass Cure Wounds (6th-level version) once per day. This ability recharges at dawn
Whispered Prophecies: The voices from the skull occasionally provide glimpses of the future. Once per long rest, you can cast the Foresight spell on yourself without expending a spell slot
Bonus Actions
Mandatum: Roll a 19/20 on the dice, you can cast command on the target with a bonus action
Poisoner/Drug Kit: Imbue a weapon with a drug/poison
Firing Modes: Use a bonus action to switch between the 2 modes
Marksman Mode: Flick up to 4 coins in the air and fire at them hitting a coin (AC 15) only once, giving the same effect as magic missile and adds 1d6 piercing damage per coin
Charger Mode: Fire a piercing shot of 6d8 piercing damage, capable of traveling an additional 15ft from the target before having to charge for 2 turns dealing 2d10 recoil damage
Trick Weapon: Switch the Improved Phantom Limb from normal to weapon states
Wings of Light: As a bonus action, you can manifest spectral wings that grant you a flying speed of 60 feet for 1 hour. Once used, this ability cannot be used again until you finish a long rest
Spectral Chains: You can summon chains made of spectral energy to bind a creature you can see within 30 feet. The creature must succeed on a Strength saving throw (DC equal to your spell save DC) or be restrained for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. This ability can be used once per short or long rest
Reactions
Look at Me: Impose disadvantage on all creatures of your choice within 30ft of you that can see you for all concentration checks, Wisdom checks, and saving throws until the end of your next turn. You can do it again equal to your Proficiency bonus and regain it after a long rest
One Step Ahead: When a creature within 60ft of you fails a saving throw, you can make them succeed instead but you must suffer the consequences of Borrowed Time, can use this 3 times per long rest
Divine Smite: Once per day, you can use your reaction to add 4d8 radiant damage to a melee weapon attack that hits. This can be declared after the attack hits but before the damage is rolled
Improved Phantom Limb: Grant +2 AC for 1 turn
Ethereal Encore: As a reaction, you command your echo to repeat your actions and bonus action at the same location. The use the same rolls as you
Voice of Authority: You can channel the commanding presence of the Ethereal Keeper. When an ally within 30 feet of you makes an attack roll or saving throw, you can grant them a bonus equal to half your proficiency bonus (rounded down). You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest
Divine Retribution: When you are reduced to 0 hit points but not killed outright, you can use your reaction to unleash a burst of radiant energy. All creatures of your choice within 30 feet must make a Dexterity saving throw (DC equal to your spell save DC). On a failed save, a creature takes 8d10 radiant damage, or half as much on a successful one. You then regain 1 hit point and are stabilized. This ability can be used once per long rest
Free Action
Glove of Ardor: Absorb flames for # of charges
Drama Curse: After hitting the target, they must make a WIS saving throw against your spell DC. If they fail the roll, you choose if they relive their happiest or saddest memory and they are stunned for a turn unless Immune to being stunned
Elysian Handcannon: When a shot hits a creature, roll a d20, on a 20 they are sent to a different plane of existence that you been to for 1 minute. When a creature does get sent to a different plane of existence, roll a d100, 95-100 will also send you to a different plane of existence, but for 2 minutes
Borrowed Time: You borrow your future self 'powers' for 3 turns, then you suffer the consequences. If you do this you get a +5 to your Initiative roll
Ethereal Encore: Activate the ability to create a temporal echo that records all actions you take till the end of your next turn. The echo lasts for an hour and counts as a 6th level spell
Item Passives
Replacement Man: You can use the doll to go to 1hp instead of 0hp. It can be used again after midnight
Unholy Spark: You can use the spark in Glove of Ardor to come back on 1hp
Glove of Ardor: Resistant to fire unless you were before, now immune, able to sense flames 120ft away,Â
Heart of Damned Intervention: Increase capabilities of Glove of Ardor and Unholy Spark
Minor Cloak of Displacement: If you get hit, 40% you don't
The Masque of the Red Death: +10 to CHA rolls against the sex you're attracted to, +6 to sex not attracted to, +4 if attracted to both, +0 if attracted to none
Thought and Memory, Thoughtful Memories: ADV on Arcana and History checks
Angelic Resistance: You have resistance to radiant and necrotic damage
Eyes of the Eternal: You gain the ability to see through illusions and into the Ethereal Plane. You can see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane for up to 60 feet. This sight can be activated or deactivated at will
Black Clover: 5 leaf-Kotodama Magic
Cantrips: As many times you want, 1st-3rd: Equal to Proficiency Bonus, 4th-6th: Half of Proficiency Bonus, 7th: 2 times, 8th-9th: Once; per long rest
Can't make non-plant base living things to just die, depending on the spell limits the range of it, and how much it counters another spell. It can't affect Necrotic Magic
You are to use these spells without expending a spell slot if you are able to speak
Cantrips: Control Flames, Create Bonfire, Dancing Lights, Mold Earth, Prestidigitation, Shape Water
1st LV: Absorb Elements, Alarm, Catapult, Detect Magic, Earth Tremor, Fog Cloud, Identify, Illusory Script, Magnify Gravity, Remote Access, Silent Image, Snare
2nd LV: Air Bubble, Arcana Hacking, Arcana Lock, Darkness, Earthbind, Enhance Ability, Enlarge/Reduce, Fortune's Favor, Gentle Repose, Gust of Wind, Hold Person, Immovable Object, Invisibility, Knock, Levitate, Locate Object, Mirror Image, Nystual's Magic Aura, Pyrotechnics, Rope Trick, See Invisibility, Skywrite, Vortex Warp, Warding Wind, Web
3rd LV: Animate Dead, Bestow Curse, Blink, Clairvoyance, Counterspell, Dispel Magic, Erupting Earth, Fly, Galder's Tower, Gaseous Form, Glyph of Warding, Haste, Incite Greed, Intellect Fortress, Invisibility to Cameras, Leomund's Tiny Hut, Magic Circle, Major Image, Nondetection, Protection from Energy, Remove Curse, Sleet Storm, Slow, Speak with Dead, Stinking Cloud, Tidal Wave, Tongues, Wall of Sand, Wall of Water, Water Breathing
4th LV: Arcana Eye, Banishment, Control Water, Dimension Door, Evard's Black Tentacles, Fabricate, Greater Invisibility, Hallucinatory Terrain, Ice Strom, Mordenkainen's Private Sanctum, Stone Shape, Stoneskin, System Backdoor, Wall of Fire, Widogast's Web of Fire
5th LV: Animate Object, Cloudkill, Control Winds, Creation, Dawn, Dominate Person, Geas, Hold Monster, Immolation, Legend Lore, Mislead, Passwall, Rary's Telepathic Bond, Seeming, Shutdown, Skill Empowerment, Telekinesis, Teleportation Circle, Transmute Rock, Wall of Force, Wall of Light, Wall of Stone
6th LV: Arcane Gate, Flesh to Stone, Globe of Invulnerability, Mass Suggestion, Mental Prison, Move Earth, Otto's Irresistible Dance, Programmed Illusion, Scatter, Tenser's Transformation, True Seeing, Wall of Ice, Widogast's Transmogrification
7th LV: Mirage Arcane, Mordenkainen's Magnificent Mansion, Plane Shift, Prismatic Spray, Project Image, Reverse Gravity, Sequester, Simulacrum, Symbol, Teleport, Whirlwind
8th LV: Antimagic Field, Control Weather, Dominate Monster, Illusory Dragon, Incendiary Cloud, Maddening Darkness, Mighty Fortress, Telepathy
9th LV: Gate, Imprisonment, Prismatic Wall, Time Stop, Weird
Special Grade
Jogo's technique (Disaster Flames)
Pyrokinesis
With Jogo's technique, all fire related spells doesn't take any components or spell slots. Also all fire based spells do double of what ever. Can use this equal to your proficiency bonus until a long rest
Cursed Energy: LV x 4.5
Regen: # of Cursed energy x 15 hp as bonus action or reaction
Cursed Armor: Gain resistance to Cold and Fire damage
Purple Flames: Your flames burn brighter when you use them at maximum power. Each time you use a feature granted by this Innate Technique; you will gain 1 point of Purple Flames. You can have a number of purple flames points up to your proficiency bonus, which are lost at the end of a short or long rest.
Continuous Flames: Your flames keep burning your targets after they get hit. Whenever a creature is hit or fails a saving throw against taking damage by your Innate Technique being in its purple version, they are engulfed in flames, taking additional fire damage equal to your Charisma score
Disaster Flames: When you take the Attack action, you can spend an amount of cursed energy up to 3x of your Charisma modifier to replace one of those attacks with a melee cursed energy attack roll or ranged cursed energy attack roll against a creature within 100 feet of you. On a hit, the target takes 1d8 fire damage per cursed energy spent and must make a Constitution saving throw. On a failure, they receive First Degree burns. On a success, they receive no additional conditions. If they fail by 5 or more, they receive Second Degree burns. All creatures of your choice within a 10-foot cone behind the target are also targeted. Purple Hands. When you use this technique, you can spend 2 purple flame points to increase the damage die by one tier (1d8 -> 1d10). Additionally, if the target fails the Constitution saving throw, they receive Second Degree burns. If they fail by 5 or more, they receive Third Degree burns. The cone is also increased to 30 feet
Erupting Volcanoes- allowing you to create up to a number of small magma volcanoes equal to your Charisma modifier on surfaces within 120 feet, each costing 1 cursed energy and occupying a 5-foot radius until the start of your next turn. When created, each volcano can erupt in a 30-foot-long, 10-foot-wide line. Creatures in the line must make a Dexterity saving throw, taking 16d10 fire damage on a failure, becoming restrained for 1 minute, and making a Constitution save to resist burn severity—failing by 5 or more causes third-degree burns, while a normal failure causes second-degree burns; success halves the damage and prevents restraint and burns. Instead of erupting immediately, you may delay an eruption and trigger it as a reaction when a creature enters its blast zone. Areas where volcanoes are placed become difficult terrain for 1 minute, and creatures ending their turn there take 5d10 fire damage. Restrained creatures can make Strength saving throws at the start of their turns to escape. If a creature is in range of multiple volcanoes, the save DC increases by 1 for each additional volcano affecting it. Additionally, you may spend 2 Purple Flame Points to enhance the blast, doubling its range and width (60 ft. long, 20 ft. wide), and forcing creatures to roll their Dexterity save at disadvantage
Ember Insects - You have learned how to create a small insect shikigami. As an action, you may spend an amount of Cursed Energy up to your 2x Charisma modifier to create an equal number of Ember Insects within 10 feet of you for 1 minute. Purple Insects. When you use this technique, you can spend 3 Purple Flames points to cause the insects to gain a +2 in all of their ability scores, and increase their explosion damage die to 8d4
Hot Comet: You can create a big rock of solidified magma to throw at an opponent. As an action for 10 cursed energy, you choose a point within 60 feet of you. All creatures in a 20-foot square centered at that point must make a Dexterity saving throw. On a failure, they take 5d10 fire damage and 17d10 bludgeoning damage and are knocked prone. On a success, they take half as much damage and are not knocked prone. This technique deals twice as much damage to objects and structures. All objects in the area take maximum damage. The area affected becomes difficult terrain. Purple Comet. When you use this technique, you can spend 4 purple flame points to increase its range to 120 feet and its square to 40 feet. The creatures have disadvantage on the Dexterity saving throw
Lava Hands: You create up to two massive hands of molten lava within 120 feet for 1 minute by spending cursed energy equal to twice your Charisma modifier. Each hand has AC equal to your spell save DC and hit points equal to your Jujutsu Sorcerer level times the cursed energy spent. The hands are vulnerable to bludgeoning, cold, and slashing damage; resistant to piercing; and immune to fire, necrotic, poison, and psychic damage. They have Strength and Dexterity equal to your Charisma modifier plus the cursed energy spent (max 28). As a bonus action, you can move each hand up to 60 feet and choose one of the following effects:
Clenched Fist: Makes a melee attack, dealing fire damage in d8s equal to your Charisma modifier.
Forceful Hand: Attempts to push a creature, moving them up to 5 feet + 5 × Charisma modifier (with advantage against Medium or smaller targets).
Grasping Hand: Grapples a creature and can crush them for 5d10 + Charisma modifier bludgeoning damage (advantage if the target is smaller).
Interposing Hand: Shields you from a chosen creature, granting half cover and blocking movement unless the creature’s Strength exceeds the hand’s.
By spending 2 extra cursed energy, you can enlarge the hands up to Gargantuan size, unlocking additional effects:
Grasping Hand Upgrade: Can now target structures and objects, dealing double damage to structures when crushed.
Building Crush: Throws a large or larger object in a 30 ft. line, forcing creatures in the path to make a Strength save or take d10s of bludgeoning damage equal to your Charisma modifier and be pushed. Huge and Gargantuan objects deal +2 and +4 dice respectively.
Structural Sandwich: Smashing two structures into each other deals increased damage (up one die tier), forces saving throws at disadvantage, and deals quadruple damage to the structures.
You must concentrate to maintain Lava Hands, and the effect ends if concentration is broken or the hands are destroyed.
Maximum Meteor- You may fly up high in the air summoning a giant meteor, costing 50 cursed energy points, which is a 60 foot sphere centered on you. You can move this sphere up to 60 feet in any direction as a bonus action which you can only take at least one round after the sphere is formed, and creatures other than you that overlap with the sphere for the first time that movement must make a dexterity saving throw or take 30d12 fire and 30d12 bludgeoning damage. Objects which overlap with the sphere take this same damage. The sphere lasts for 1 minute, until it touches the ground or a creature(exploding at end of its movement path), or until you lose concentration as if concentrating on a spell. Purple Meteor. When you use this feature, you may spend 6 Purple Flame points to double this feature's radius. Creatures have disadvantage on the Dexterity saving throw
DOMAIN EXPANSION: Coffin of the Iron Mountain
Full Domain: Cost 50 cursed energy to use. All creatures within 45ft of you are now incased in the domain. Your domain is a huge magma-like dimension, which irradiates extreme heat. While inside it, every creature except you must attempt a Constitution saving throw at the end of each of their turns. On a failure, they take 30d20 fire damage and they also, if they failed by 5 or more, receive one level of exhaustion. On a success, they take half as much damage and do not receive a level of exhaustion. Creatures inside the dome have a disadvantage on attack rolls if they don't have beneficial fire damage. The Constitution save and its effects caused by this domain are the sure hit effect of this domain.
While in the domain you spend 0 cursed energy and the cursed techniques and domain damage have 9 additional dice, gain a +5 bonus to their DCs and a +5 bonus to hit
Equipment
Leggings
Boots
Artificer Class Features
Magical Tinkering, Spellcasting
Infuse Item
Artificer Specialist Feature, The Right Tool for the Job
Artificer Specialist Feature
Tool Expertise
Flash of genius
Spell Storing Item
Artificer Subclass Features
Firearm Adept, Tactical Tools
Firearm design
Extra Attack
Quickdraw
Warlock Class Features
Eldritch Invocations
Pact Boon
Mystic Arcanum 6th
Mystic Arcanum 7th
Warlock Subclass Features
Otherworldly Patron
Pact Magic
Fey Presence
Misty Escape
Beguiling Defenses
Combat Theme
Non-Combat Theme