Race: Tiefling Blood of ZarielĀ
Class: Gunsmith Artificer (3)/ Blood Hunter, Order of Profane Soul (7)(Deity: Archfey)
Alignment: Chaotic Neutral
Languages: Common, Tiefling, German (Brewer speak)
Proficiencies:
-Light/Medium armor
-Shields
-Simple and Martial weapons
-Firearms
-Thieves' tools, Tinker's tools, one artisan's tools
Features:
-Half damage to fire
~Same size as humans (Medium)
-Darkvision 60ft
STATS
HP: 68
AC: 16
Movement: 30ft
Initiative: +3
PB: +4
Spell Attack: +7
Spell Save DC: 16
Hemocraft DC: 16
PassWIS: 11
STATS
STR: 10 (+0)
DEX: 16 (+3)
CON: 13 (+1)
INT: 17 (+3)
WIS: 12 (+1)
CHA: 12 (+1)
Saving Throws:
STR: +0
DEX: +7
CON: +5
INT: +7
WIS: +1
CHA: +1
Skills:
History: +7
Investigation: +7
Nature: +5
Medicine: +5
Persuasion: +6
Attacks: 2 times
Falk's Stuff <-- Click me
Frostflinger: +7 to hit; 30/120ft; 1d12 piercing + 2d8 cold damage
Disarming Sword: +5 to hit; 5ft; 1d6+1 slashing
Spell slots:
1st level: 3
PACT SPELL: 2nd level; 2
Actions
Necklace of Fireballs: (4,2d6)(2,4d6)(2,6d6)(1,8d6) If the necklace is being worn or carried by a character who fails her saving throw against a magical fire attack, the item must make a saving throw as well (with a save bonus of +7). If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer
Shield of Cherubim; Flame-Bearer: expend 2 of the 4 charges to shed light in a 30ft radius that can dispel magical darkness
Onyx Dog: When commanded, this statuette changes into a creature with the same properties as a riding dog except that it is endowed with an Intelligence of 8, can communicate in Common, and has exceptional olfactory and visual abilities. (It has the scent ability and adds +4 to its Spot and Search checks) It has 60-foot darkvision, and it can see invisibility. An onyx dog can be used once per week for up to 6 hours. It obeys only its owner
Sentient glove of Ardor:
15ft cone, # of charges d8 fire damage
Bonus Actions
Bandolier of the Elements: +6 to hit; 20/60ft; (d6)1d6 extra damage
Ring of 3 Walnuts: Take 1 bludgeoning damage and get a Goodberry
Shield of Cherubim; Flame-Bearer: Expend an extra 1 charge per darkness level to dispel it for good
Shield of Cherubim; Wind-Winged: get a flying speed equal to your walking speed at the end of your turn
Hell's Marksman Revolver: either change modes of the revolver or reload it
Reactions
Disarming Sword: Make a Sleight of Hand check against their Athletics/Sleight of Hand to disarm them, can't do it again on the same creature after they succeed or failed the roll
Shield of Cherubim; Flame-Bearer: When a creature hits you, deal 1d8 fire or radiant damage
Free Action
Cloak of Displacement (Minor): The attack has a 20% chance of missing you
Bandolier of Elements: Regain 1d6 daggers at dawn
Replacement Man: Drop down to 1hp per long rest
Frostflinger: Each shot slows the enemy by 5ft if they fail the DC CON 17 save and when movement reaches 0, DC 15 STR save or an attack hits them to break them free
Shield of Cherubim: ADV on Intimidation on creatures not celestials
Sentient glove of Ardor:
-Resistant to fire, unless already resistant, become immune to fire
-Able to sense flames 120ft away and what type it is
-Able to absorb flames and use it after giving it about 5hp
Unholy Spark: You come back on 1hp and deal 2d6 hellfire damage to anyone within 5ft of you once activated
Eldritch Invocations
Devil's Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet
Undying Servitude
You can cast animate dead without using a spell slot. Once you do so, you can't cast it in this way again until you finish a long rest
Feats
Dual Wielder
You master fighting with two weapons, gaining the following benefits:
You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand
You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one