+5 | Strength |
+0 | Dexterity |
+5 | Constitution |
+3 | Intelligence |
+1 | Wisdom |
-1 | Charisma |
-1 | Acrobatics |
+3 | Animal Handling |
+3 | Arcana |
+3 | Athletics |
-1 | Deception |
+4 | History |
+1 | Insight |
+1 | Intimidation |
+4 | Investigation |
+7 | Medicine |
+3 | Nature |
+1 | Perception |
-1 | Performance |
-1 | Persuasion |
+3 | Religion |
-1 | Sleight of Hands |
-1 | Stealth |
+1 | Survival |
Attack | Roll | Damage | Special |
---|---|---|---|
Dissemination +3 (1-Handed) | 1d20+9 to Hit | 2d8+6 Slash + 1d6 Bludg to Impure & Otherworldly | +1 to Athletics (+2 if 2-Handed) to Knock Prone/Skyward |
Dissemination +3 (2-Handed) | 1d20+9 to Hit | 2d10+6 Slash + 1d6 Bludg to Impure & Otherworldly | |
Dissemination +3 (Trick) | 1d20+9 to Hit | 4d6+6 Bludg + 6 Splash | On Adv. Knock Prone if Both Rolls Hit |
Pepperbox Mk. II +2 | 1d20+7 to Hit | 2d8+5 Fire | Bonus Reload, Ammunition (4), Range 40/80, Light, Stims, Range Doubled |
Masterkey Bracer (Armor) | Bonus, 1/SR | 3d8 Pierce | DC 13 (Dexterity), Range: 15 ft Cone |
Null Orbiter (Armor) | Reaction, 1/LR | Make a single source of damage deal 0 instead | Must use before you know the damage taken |
Hunting Knife | 1d20+5 to Hit | 1d4+3 Pierce | Advantage on Opportunity Attacks |
Unarmed Strike | 1d20+5 to Hit | 1d4+3 Bludg | |
Ether Step | Bonus, Teleport 20 feet |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
World of Dunacht
Armor (Medium)
Very Rare Primeval
Gravity Aura: This armor uses adds your Primary Spell modifier to your AC (to a maximum of +5) and does not require proficiency to wear.
Ether Step: You may use your bonus action to teleport to an unoccupied space you can see within 20 feet.
Modifications: This armor has 2 Modification slots.
Null Aura: You may use your reaction to make a single source of damage deal 0 damage instead. You must use this before you know the damage you would take. Once you use this ability, you can not do so again until the next long rest
Masterkey Bracer: You can use your bonus action to fire the attached Masterkey. All creatures within a 15 foot cone must make a DC 13 Dexterity saving throw or take 3d8 piercing damage. You can not use this again until after a short or long rest.
This armor has a pearlescent metallic sheen and is incredibly heavy. After properly attuning to it, the sheen of the metal becomes prismatic and flows along the surface as if prismatic. A gravitational aura, harnessed by the armor, causing it to become effectively weightless and vastly increases the mobility of the wearer. By tapping into the Primeval power within, it becomes possible to step through the Weave to cross short distances quickly, just as the Ether Knights are known to do.
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Medium | 14 | 10 | No |
Cost: Unknown
Weight: 120lbs
World of Dunacht
Weapon
Very Rare Trick Weapon
You may wield this weapon with two hands to deal 2d10 slashing instead.
In its default state, this weapon deals an additional 1d6 bludgeoning damage to Impure (Fiend) and Primeval (Aberrant) creatures.
You may use a bonus action or a single attack action to activate this weapon's latent powers and shift it into a Trick state.While in a Trick state, this weapon:
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 2d8 / 2d10 | Slashing |
Cost: 300
Adventuring Gear
Varies Requires Attunement
When thrown, this bomb releases an explosion of galvanized metal to any creature within range.
All creatures within a 15 foot radius must make a DC 12 Dexterity saving throw or take 5d6 piercing damage.
Creatures that make the save take half damage instead.
Cost: 25 Echoes
The statblocks of your class features
Power Technician (Level 2):
A life of tinkering and fixing problems has made you particularly skilled in learning exactly how things work. Most can take things apart, but it takes much more to put them back together again.
You gain expertise in the Engineering or Medicine skill. Additionally, you gain one of the following:
I: At 4th Level, You gain access to the following:
Bastion Level | Bonus | Spells Known | Invocations Known |
---|---|---|---|
1 | Heavy Armor, 1H Weapon | 1 Cantrip | 0 |
2 | Power Technician, 2H Weapon | 1 | 1 |
3 | Mobile Suit, Last Stand | 1 | 1 |
4 | Vocation I, Hunter Increase I | 1 | 1 |
5 | Stronghold, Extra Attack | 1 | 1 |
6 | Regal Arsenal, Hunter Increase II | 1 | 2 |
7 | Sovereign Strength, First Responder | 1 | 2 |
8 | Vocation II, Hunter Increase III | 1 | 2 |
9 | Strike Weakness | 1 | 3 |
10 | Never Obsolete, Hunter Increase IV | 1 | 3 |
11 | Battle Royale | 2 (1 Slot) | 3 |
12 | Vocation III, Hunter Increase V | 2 (1 Slot) | 3 |
13 | Extra Attack II | 2 (1 Slot) | 3 |
14 | Battle Hardened Suit, Hunter Increase VI | 2 (1 Slot) | 4 |
15 | Royal Arsenal | 2 (1 Slot) | 4 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.