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Harard Urgal

Final Bastion 4 Class & Level
Eridium Miner Background
Eridium Dwarf Race
Chaotic Good (The Shadow) Alignment

Strength 16
+3
Dexterity 9
-1
constitution 16
+3
intelligence 16
+3
wisdom 12
+1
charisma 8
-1
Total Hit Dice 4
Hit Die
1d12+3
+2 proficiency bonus
+5 Strength
+0 Dexterity
+5 Constitution
+3 Intelligence
+1 Wisdom
-1 Charisma
saving throws
-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
skills Combat 1d20+3 Culture 1d20-1 Engineering 1d20+5 Law 1d20+1 Navigation 1d20+3 Smith's Tools 1d20+5 Stonecunning Expertise 1d20+8 Technology 1d20+3 Gearing Up 1d4 proficiencies

 
18
Armor Class
48
Hit Points
-1
Initiative
25
Speed
AttackRollDamageSpecial
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 SplashOn Adv. Knock Prone if Both Rolls Hit
Pepperbox Mk. II +2 1d20+7 to Hit 2d8+5 FireBonus Reload, Ammunition (4), Range 40/80, Light, Stims, Range Doubled
Masterkey Bracer (Armor)Bonus, 1/SR 3d8 PierceDC 13 (Dexterity), Range: 15 ft Cone
Null Orbiter (Armor)Reaction, 1/LRMake a single source of damage deal 0 insteadMust use before you know the damage taken
Hunting Knife 1d20+5 to Hit 1d4+3 PierceAdvantage on Opportunity Attacks
Unarmed Strike 1d20+5 to Hit 1d4+3 Bludg
Ether StepBonus, Teleport 20 feet
Attacks
Armor: Light armor, Medium armor, Heavy armor, Shields
Weapon: 1-Handed weapons, 2-Handed Weapons
Tool: Smith's Tools
Languages: Common, Draconic, Dwarvish, Mechanyl, Beastspeak
Skills: Animal Handling, Engineering, Intimidation, Medicine, Nature
Expertise: Medicine, Stonecunning
Skill Modification: Intimidation - Strength
Proficiences
Spell Attack: +5, Spell DC: 13
Spell Power: Apprentice
Cantrips: Fel Ward, Static Fray (1/LR)
Invocations: 1 - Entropic Ward (1/SR)
Sourcery - 1 Slot: Vitality - Beacon of Hope II, Cleanse II, Soulbind II
__________________________________________

Primeval Sense (1/LR): 60 feet, You may use your action to sense the presence and type of Primeval creatures or sources within a 60 foot radius around you. This ability may not detail the exact amount, location, or direction, but merely detail the presence within range.

Fel Ward (Cantrip): Bonus, Touch, Grant resistance against either piercing and slashing, or bludgeoning and force damage until the start of your next turn. You choose which pair of resistances are gained upon casting. At 5th level, target gains resistance to piercing, slashing, bludgeoning and force damage until the start of your next turn. At 11th level, you can also choose one element to gain resistance to as well, from: acid, fire, cold, lightning, or thunder. This element is chosen when this feature is gained and becomes permanent. At 17th level, the range increases to 15 feet.

Static Fray (Cantrip): Bonus, Touch, Melee Spell Attack. On a successful hit, the target takes 1d8 lightning damage and it can't take reactions until the start of its next turn. At 5th level, the damage increases to 2d8 lightning, and you have advantage on the attack if the target is wearing more than 50% metal. At 11th level, the spell can be concentrated on for 1 minute. During this time, the spell can be released as either a reaction, or upon the next melee spell attack or unarmed strike. At 17th level, on a successful hit, the target can't take reactions or bonus actions, and the duration lasts until the end of the target's next turn.

Entropic Ward (Invocation): Reaction, When attacked, Impose disadvantage on the attack roll. If the attack against you misses, your next attack roll on your next turn has advantage. Once you use this feature, you can’t use it again until you finish a short or long rest.

Beacon of Hope II: Touch, 1 Minute (C), Gains 20 Temporary Hit Points, deals an additional 1d8 force damage on weapon attacks for the duration, and gains proficiency with all weapons and armors for the duration. After the spell ends, the target must make a DC 12 Constitution Saving throw or take 1 level of Exhaustion.

Cleanse II: Touch, Cure one condition from: blinded, deafened, paralyzed, or poisoned.

Soulbind II: Touch, 60 feet, The target becomes connected to you by a 60 foot long tether for the duration. While connected, the target gains a +1 bonus to AC and Saving Throws, and all damage taken by the target is split evenly between you and the target. This effect ends if the caster falls unconscious or becomes separated from target out of the 60 foot range.
Spellcasting
Dissemination +3 (Felhammer Blade Mk. III): Guard, Hewn Grip, Trip Hook
Pepperbox Mk. II +2: Dose Funnel, Eridium Sights
Ether Mantle: Masterkey Bracer, Null Orbiter, Base AC = 14 + Spell
Hunting Knife
Bombs (3): Smoke Bomb, Mechanical Repair Kit (10 Uses)
Medical Supply (3): Elixir Kit (10 Uses), Eridium Dose
Trinket: Gorrkin's Pinky Ring (+2 History)
Items: Sending Crystal
Ammo: 20 Held (30 Stored) 1H, 0 Held (0 Stored) 2H, 0 Held (0 Stored) H
Currency: 130 PP, 5 Echoes
__________________________________________

Smoke Bomb: Bonus Action, When thrown, this bomb releases a 15 foot radius cloud of either a dense and dark smoke to hinder the enemy, or a light smoke to protect your allies. You may designate the effect as either Heavy Smoke or Soft Smoke. A heavy smoke grants disadvantage on attacks to all creatures within the smoke, while a soft smoke grants a +2 bonus to AC to all creatures within the smoke's area. The effects of the smoke last for 1 minute.

Mechanical Repair Kit (10 Uses): You may use a Bonus Action to repair an adjacent target for 1d4 + your Constition + Maximum value of one of the target's Hit Die HP (the target can only benefit from this once per long rest). This consumes one use of the kit. Additionally, you may make a DC 15 Engineering (Constitution) check to repair a mechanical creature, healing it for 1 of its Hit Die per your Constitution modifier over a short rest (targets can only benefit from this once per short rest). This consumes one use of the kit.

Elixir Kit (10 Uses): You may use a Bonus Action to heal an adjacent target for 1d4 + your Constition + Maximum value of one of the target's Hit Die HP (the target can only benefit from this once per long rest). This consumes one use of the kit.
Additionally, you may use your action to make a DC 10 Medicine (Constitution) check to stabilize an unconscious and dying creature (the target can only benefit from this once per long rest). This consumes one use of the kit.
Finally, you may make a DC 10 Medicine (Constitution) check to treat up to six creatures for 1d6 HP each over a short rest (targets can only benefit from this once per short rest). This consumes one use of the kit.

Eridium Dose: Bonus Action, Touch, The target of the dose instantly removes any speed debuffs and gains an increased move speed by +10 feet for 1 hour.

Equipment
Tough Old Bastard
Well-Read
Medical
Quirk: Fidgets with Rings when nervous
Personality Traits
Perseverance, Hard work, Longevity for all creatures
Find a life outside Helmden while being able to support the family, putting the knowledge he gained to use
Ideals
The Association
The Latch
The Banner of the Hawk
R1D1 Mechanyd Familiar
Bonds
Stubborn & Irritable
Prioritizes Dwarven Life
Detests Snakes
Flaws
Mobile Suit: Your suit is an extension of yourself, a second skin to protect you from the coming tide. You have a Mobile Suit that you wear over your armor at all times when you are awake, granting you an Armor HP pool equal to 4 per level at the cost of a -5 reduced move speed. During a Short Rest, you recover 4 Armor HP, and over a Long Rest, you recover 8 Armor HP. Additionally, over any rest, you may spend a single Hit Die to recover 4 + your primary spell modifier Armor HP. Armor HP acts as temporary Hit Points, but does not override traditional temporary HP.

Gearing Up (Machinist): At the end of a long rest, choose 1 Skill that you are proficient with, you may add an additional 1d4 to Skill checks made with that ability until you finish a long rest.
Mechanyd Familiar (Machinist): You gain the service of a Mechanyd Familiar. It requires 1 hour of diligent work to conjure forth the familiar, and if destroyed, can only be conjured forth after finishing a long rest. Your familiar gains the Offensive Asset bonuses of Eridium Jets (Fly/hover speed) and Pulsar Blast (Ranged Knockback attack).

Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.

Living Battery: You know the static fray cantrip and can cast it once per day. Additionally, you can charge any energy source through physical contact for one hour per hit die spent (may require Constitution Saving throw depending on the power of the connection).

Power Technician: You gain a +1 Bonus to AC while wearing armor.
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

World of Dunacht

Ether Mantle [Null Orbiter] [Masterkey Bracer]

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

Dissemination +3 (Felhammer Blade Mk. III)

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:



  • Attaches into a greathammer that deals 4d6 bludgeoning and requires 2 hands to wield, losing its default bonus but gaining reach out to 10 feet.

  • On a hit, all creatures within 5 feet of the target (excluding you) automatically take your Strength and Constitution modifiers in damage

  • If you have advantage on the attack and both rolls would hit, the target is automatically knocked prone or skyward (your choice)


When you activate this, your offhand weapon or item is stowed until this weapon no longer requires 2 hands to wield.



Capable of Housing 3 Modifications:


Trip Hook: This weapon grants a +1 bonus to Athletics (Strength) checks to knock target prone/skyward (+2 if weapon is wielded with two hands)


Hewn Grip: This weapon gains a +1 bonus to attack rolls


Guard: This weapon grants a +1 bonus to AC, and you gain advantage on rolls to not be disarmed.

Type Damage Damage Range
Martial Melee 2d8 / 2d10 Slashing

Cost: 300

Shrapnel Bomb

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

Final Bastion


Hit Points

Hit Dice: d12 per Final Bastion level
Hit Points at first Level: 12
Hit Points at Higher Levels: 1d12 + Constitution

Proficiences

Armor: Light armor, Medium armor, Heavy armor, Shields
Weapons: 1-Handed weapons, 2-Handed Weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose four from Engineering, Navigation, Athletics, Intimidation, Medicine, Nature, Persuasion, Perception, and Survival

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:

  • Defense: +1 bonus to your AC while wearing armor
  • Dueling: +2 damage bonus to melee weapons
  • Archer: +1 attack bonus to ranged weapons
Mobile Suit (Level 3):
Your suit is an extension of yourself, a second skin to protect you from the coming tide. You have a Mobile Suit that you wear over your armor at all times when you are awake, granting you an Armor HP pool equal to 4 per level at the cost of a -5 reduced move speed.
During a Short Rest, you recover 4 Armor HP, and over a Long Rest, you recover 8 Armor HP.Additionally, over any rest, you may spend a single Hit Die to recover 4 + your primary spell modifier Armor HP.
Armor HP acts as temporary Hit Points, but does not override traditional temporary HP.


Spellcasting

I: At 4th Level, You gain access to the following:

  • Become fluent in Mechanyl
  • 2-Handed Weapons Proficiency
  • Beta Loadout
  • Ability Score Increase
  • Spell Power Increase (Apprentice Level)
  II: At 6th Level, You gain access to the following:
  • Heavy Weapons Proficiency
  • Ability Score Increase
  • +1 Armor Mod Slot to All Armors
  • Spell Power Increase (Journeyman Level)
  III: At 8th level, You gain access to the following:
  • Gamma Loadout
  • Ability Score Increase
  • Spell Power Increase (Hunter Level)
  IV: At 10th level, You gain access to the following:
  • Minor Ability Score Increase
  • Additional Saving Throw Proficiency
  • Eval Condition Advantage
  • Spell Power Increase (Master Level)
  V: At 12th level, You gain access to the following:
  • Loadout Speed Increase
  • Minor Ability Score Increase
  • Spell Power Increase (Epic Level)
  VI: At 14th level, You gain access to the following:
  • Minor Ability Score Increase
  • Spell Power Increase (Legendary Level)
  X: At 15th level, You gain access to the following:
  • Additional Saving Throw Proficiency
  • Eval Condition Advantage

 


Bastion LevelBonusSpells KnownInvocations Known
1Heavy Armor, 1H Weapon1 Cantrip0
2Power Technician, 2H Weapon11
3Mobile Suit, Last Stand11
4Vocation I, Hunter Increase I11
5Stronghold, Extra Attack11
6Regal Arsenal, Hunter Increase II12
7Sovereign Strength, First Responder12
8Vocation II, Hunter Increase III12
9Strike Weakness13
10Never Obsolete, Hunter Increase IV13
11Battle Royale2 (1 Slot)3
12Vocation III, Hunter Increase V2 (1 Slot)3
13Extra Attack II2 (1 Slot)3
14Battle Hardened Suit, Hunter Increase VI2 (1 Slot)4
15Royal Arsenal2 (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.


Created by

DiceHunters.

Statblock Type

Character Sheet (Legacy)

Link/Embed