Race: Mountain Dwarf
Class: Armorer, Artificer (30)
Alignment: Chaotic Evil
Languages: Common, Dwarfish
Proficiencies
-All armor
-Shields
-Simple weapons, battleaxe, firearms (Artificer class), handaxe, throwing hammer, warhammer -Brewer's supplies, gaming set (dice set), Thieves' tools, Tinker's tools
-Space Ship, 2 ADV, -8 to DC
Backstory
Former Brazilian president fighting with Arthur Morgan. After the breakup of the Van Der Linde gang, he took some share of the money and changed his name to Jair Bolsonaro. After not dying for ~a hundred years until 2016, then started a campaign to become president of Brazil and won by a 55.1% margin, then stepped down in 2022, and got transported here
Features
-5'1'' tall
-190 pounds
-Medium
-143 yrs old
-Darkvision 60ft
-Allergic to avocado, furred animals
-When drinking something, its spicy
-Telepathy 90ft
Legendary Features
Built for Armor: You are naturally built to handle uncomfortable armor. Your speed can not be reduced as a result of the armor you are wearing. If armor you are wearing gives you disadvantage on stealth checks, it instead does not
Stout Toughness: Your hit point maximum increases by 2, and it increases by 2 again whenever you gain a level
STATS
HP: 537
AC: 24
Movement: Walking/ Climbing 30ft
Initiative: +16
PB: +10
Spell Attack: +14
Spell Save: 22
PassWIS: 12
STATS
STR: 19 (+4)
DEX: 22 (+6)
CON: 21 (+5)
INT: 22 (+6)
WIS: 20 (+5)
CHA: 15 (+2)
Saving Throws
STR: +4
DEX: +6
2 ADV CON: +15
INT: +16
WIS: +5
CHA: +2
+6 due to magic items
+5 from Lucky Stones
Skills
Arcana: +16
ADV Deception: +30
ADV Persuasion: +21
Religion: +16
History: +16
Investigation: +16
+5 from Lucky Stones
Attacks: 2 attacks
S.C magnum Revolver: +16 to hit; 60/120ft; 3d10 force damage. Recharge by Sheath. To reload this gun you need to put the gun back to the sheath and wait until it is recharged. 6 shots are recharged every 6 seconds (one round or turn) while the gun is sheathed
Excruciator Pistol: +15 to hit; 60/180ft; 3d6 psychic damage. If a creature has 50hp or less, they suffer agony, having disadvantage on every roll and need to make a CON saving throw DC 15 to cast a spell
Light Anti-Tank Launcher: +16 to hit; 60/600ft; 10d10 bludgeoning + 10d10 fire damage or each creature within 30 feet of an exploding rocket must make a DC 20 Dexterity saving throw, taking the listed damage on a failed save, or half as much damage on a successful one
Der Freischütz eines Nebels: +26 to hit; Rifle(300/1500ft), Flintlock(30/90ft); Magical 8d12+25 Piercing + 6d10 Force + 6d10 Radiant
Spell slots:
1st level: 4
2nd level: 3
3rd level: 3
4th level: 3
5th level: 2
Beneficial:
Immune: Chromatic Collar(IF get Cold), Blindness, Poison, Cursed Items
Resistance: Chromatic Collar, Cold, -3 from Non-Magical
Vulnerabilities:
Eldritch Invocations
Feats
Heavy Armor Master
You can use your armor to deflect strikes that would kill others. You gain the following benefits:
Increase your Strength score by 1, to a maximum of 20. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3.
Beyond Expertise
Choose a skill you have Expertise in (You add double your proficiency bonus to it) Instead of adding double your proficiency bonus to it, you add triple your bonus 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
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*
Bonus Actions
Infuse Item: Pick an attribute you want this object to have from the artificer infusions table
Hastened Magic Items: Be able use a magic item's effect as a bonus instead of an action. Has to be an effect not something else like shooting someone for an example
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
Soul of Artifice: End one of your infusions to drop to 1hp instead of 0hp
Free Action
Spell-Storing Item: After a long rest, You can now store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared). While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object
Exalted Mind: You may add your Intelligence modifier (Minimum of 1) to any ability check you make that does not already include your Intelligence modifier equal to your proficiency bonus
4/Apt Actions
Take the Dash action, Disengage action or a Wondrous Innovation
Class Passives
Magic Item Adept: If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold
Soul of Artifice: +1 to all saving throws per magic item you are attuned to
2xResilient Body: Your HP maximum increases by an amount equal to three times your level in this class. Every time you gain a Monk level, your maximum HP increases by an additional 3 HP
Studied Credentials: Gain half of your proficiency bonus on items that requires another class or race to attune to them
Magic Item Mastery: Be able to craft common to rare magic items. If you can already do so then it takes less time to make them. Also is able to enhance 2 magic items at a time, talk to DM on what the enhance state of said items could be
Enhanced Defense: At the end of a long rest, you may touch a suit of armor or shield within 5-feet of you and infuse it with power. The item gains a bonus to the AC it grants equal to one third of your proficiency bonus (Rounded down, minimum of 1) This bonus lasts until you use this feature again. If the item already has such a bonus, this feature cannot cause the bonus to exceed one third of your proficiency bonus (Rounded down, minimum of 1)
Increase Modifications
Prerequisite: 21st level
Guardian: Harmonic Burst: When a creature affected by your thunder gauntlets targets a creature other than you with an attack, it takes 2d8 + your Intelligence modifier thunder damage as the pulse explodes with power. You can only deal this damage once per turn. Additionally, the damage of your thunder gauntlets increases to 2d8
Infiltrator: Electric Ghost: Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d10 lightning damage
Manipulator Armor
Prerequisite: 21st level
Remote Limb. You attach two additional limbs onto the armor. They have a reach of 20 feet and can hold a number of pounds equal to 10 times your Intelligence modifier. You can use them as weapons, and they deal 1d8 bludgeoning damage on hit. Once per turn you hit a creature of large size or smaller with a limb, you can attempt to grapple it, using your Intelligence modifier, instead of your strength modifier for the roll.
All Terrain Movement. You have a climbing speed equal to your walking speed. In addition, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Metallic Kraken. You construct an additional remote limb onto your armor. Your remote limb deals an additional 1d8 damage. Additionally, when hit a creature of large size or smaller with the limb, you can move it 10 feet in any direction of your choice.
Destructor Armor
Prerequisite: 23rd level
Titanic Fists. Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d10 bludgeoning damage on a hit, and an additional 1d4 if you are grappling the target. When you hit a creature with this weapon, you can grapple it as a bonus action.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Artificial Strength. Whenever you make a strength check, you can use your Intelligence modifier, instead of your strength modifier, and attacks you make with your titanic fists deal double damage to objects and structures.
Steel Plated Giant. You can cast enlarge/reduce on yourself at will without expending a spell slot, but only the enlarge option. When cast this way, it does not require concentration and it lasts until dispelled. Additionally, any creature that starts it's turn grappled by you takes the damage of your Titanic Fists automatically
1st Armor Model Perfected
Prerequisite: 25th level
You now have double effects for the Guardian Armor and the Infiltrator Armor. The only not affected thing is the ADV/DISADV
2nd Armor Model Perfected
Prerequisite: 27th level
You now have double effects for the Manipulator Armor and the Destructor Armor. The only not affected thing is the ADV/DISADV
Item actions
Actions
19 AK-47s on a library cart: Pull the rope and let a power of a god hit a poor guy who definitely didn't deserve it
Lightdrinker: Shoot a radiant beam 5ft wide and 30ft long that does # of charges d10 radiant damage
Plants: Speak with plants once per long rest
Bonus Actions
Crimson Waltz: Say the command word, Briefly transforming into a fine red mist and instantly moving up to 20ft, returning to their normal form at the end of this movement. The wearer does not trigger attacks of opportunity while in this state, and any attacks made against them that are not area affect attacks. Are performed at disadvantage against the wearer
Black Veil: Take the hide action while in dim light or darkness
Shadow Steps: While in dim light or darkness, you can magically teleport within 60ft and you can bring 1 creature with you. The destination space must be in dim light or darkness. When you do this, you leave behind a cloud of necrotic energy forcing all creatures within 5ft to make a CON save DC 14, fail and take 5d12 necrotic damage
Healthy Diet: The ring allows you to regain 2d6HP per bit of food which can be eaten as a bonus action or someone else feeds you
The Just Dance Ring: Go to the page to see
Lightdrinker: Absorb any light within 20ft of you, making it magical darkness you can see in
Reactions
Free Action
Calling of the Blood: Say the command word, gain 1d8 temp hp for 1 minute and it stacks for 1 minute, then it disappears
Chromatic Collar: Roll a d6 to see what you become resistant until your next long rest
Item Passives
Frigid Darkness: Resistance to cold
Every piece counts: You gain the maximum beneficial effects from non-spell based effects or consumables, such as potions, ointments or food
Wondrous Innovations
Emergency Parachute: As a reaction while you are falling, you may deploy an emergency parachute. The parachute slows your fall down to 60-feet per round, and you do not suffer falling damage when you land. You may deploy this parachute three times, and you regain all expended uses upon completing a short or long rest. You may select this innovation multiple times however, gaining an additional three usages between rests for each subsequent taking
Fairy Tale; Darkness Phoenix Slayer Magic
Become resistant to necrotic damage, can't be blinded
Darkness Phoenix Scream: Attack; 15ft cone; 4d6 thunder damage; DC 16 DEX to take half damage. Half of your proficiency bonus until a long rest
Darkness Phoenix Talon: Free action; Increase unarmed strikes with an extra d10 necrotic damage. Half of your proficiency bonus until a long rest
Darkness Phoenix Tail: Attack; Can grab someone/thing or use it to attack, dealing 2d6 acid damage. Half of your proficiency bonus until a long rest
Darkness Phoenix Feathers: Bonus Action; Surround yourself with shadow feathers, increasing AC by 2, for 2 rounds. Once per long rest
Black Clover: Gueldre Poizot
Able to cast these at will
Disguise Self
Misty Step
Blur
Gaseous Form
Create Food and Water
Cast these equal to your proficiency bonus per day
Etherealness
Phantom Steed
Wall of Force
True Seeing
Fabricate
Creation
Once per day
Mind Blank
Once per day, able to make 4 (half your level)th Invisible Fighters
Equipment
Helmet
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
Artificer Subclass Features
Tools of the Trade, Armorer Spells, Arcane Armor, Armor Model
Extra Attack
Armor Modifications