+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+1 | Strength | |
+5 | Dexterity | |
+2 | Constitution | |
+7 | Intelligence | |
+3 | Wisdom | |
-1 | Charisma |
+2 | Acrobatics | DEX | |
+3 | Animal Handling | WIS | |
+7 | Arcana | INT | |
+1 | Athletics | STR | |
-1 | Deception | CHA | |
+7 | History | INT | |
+6 | Insight | WIS | |
-1 | Intimidation | CHA | |
+7 | Investigation | INT |
+3 | Medicine | WIS | |
+4 | Nature | INT | |
+9 | Perception | WIS | |
-1 | Performance | CHA | |
-1 | Persuasion | CHA | |
+4 | Religion | INT | |
+5 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+3 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Acid vile | +4 | DEX | |||
Any creature close enough to the impact, must also succeed a Dexterity saving throw or suffers poison damage equal to your Intelligence modifier until the start of your next turn. | |||||
Frost vile | +4 | DEX | |||
Creatures who fail a Dexterity saving throw suffer halved speed until the end of your next turn unless they are immune to cold. | |||||
Flame vile | +4 | DEX | |||
Any creature in that area must succeed on a Dexterity saving throw or take 1d4 fire damage at the start of each turn. | |||||
Thunder vile | +4 | DEX | |||
Creatures who have half of their hit points or fewer and fail the Dexterity saving throw are stunned for 1 round. | |||||
Flash power vile | +4 | DEX | |||
For 3 Energy, reach into your bag and pull out a vial filled with explosive flash powder. The vial explodes on impact, producing a bright flash. Each creature within the 10-foot blast radius of the point of impact must succeed on a Constitution saving throw or become blinded until the end of your next turn | |||||
Smoke power vile | +4 | DEX | |||
For 3 Energy, you can create and throw up to three smoke grenades with a single action. Each fume grenade creates a cloud that lasts for 1d4 rounds and blinds creatures who attempt moving through it, upon starting their turn. | |||||
Doombuster | +4 | DEX | |||
Your foe might be expecting a strike of the sword, but instead, it gets a steam-empowered fist in the face. For 4 Energy, you can perform an attack that deals 1d6 + Strength modifier Bludgeoning damage. You push the target a number of yards equal to your Strength modifier and knock it prone. | |||||
Steam barrier | +7 | INT | |||
For 6 Energy, your Gauntlet releases from its valves a semi-solid barrier of high-pressure steam, which can absorb substantial damage equal to 2d12 + Constitution modifier, before it is destroyed. Although you can protect yourself and your companions behind the barrier, you cannot attack while sustaining it. When your foe moves too close to the barrier, you can use your reaction to repel it up to 5 feet away from you. Additionally, if the enemy gets within melee range, you can expend the rest of your remaining shield hitpoints as a damaging attack equal to the shield's remaining hitpoints. | |||||
Rocket grab | +3 | STR | |||
Ever wanted to unfairly armlock an ogre? For 2 Energy, the Gauntlet's mechanical fist can disconnect itself and perform a ranged grapple attack to a target, up to 20 feet afar, pulling it towards you, if the creature or object is same or smaller size otherwise you can use a bonus action to draw yourself to the target |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
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.