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Nix Blissa York

5 Level (0/14000 XP for level-up) Inventor Background Fennak Race / Species / Heritage Neutral good Alignment
engineer
Level 5
Hit Dice: 5/5
1d6+2 Class 1

STR
12
+1
DEX
14
+2
CON
15
+2
INT
18
+4
WIS
16
+3
CHA
8
-1
44
Hit Points
+2
Initiative (DEX)
14
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
4 /
energy
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Strength
+5 Dexterity
+2 Constitution
+7 Intelligence
+3 Wisdom
-1 Charisma
saving throws
+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
skills
+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
Skills
  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
Attacks
Darkvision: 60
Sensitive Ears: Advantages Hearing checks.

Ear Conditioned: Not affected by sand or extrema heat.

Preservative Metabolism: Half food

List of Gadgets.



Trivial Complexity:

• Flotation Device •

• Gnomish Tools •

• Water Condenser •

• Retractable Ice Skates •
1d4 slashing on unarmed strike (kick) 5 feet

• Magitector •



Simple Complexity:

• Antigravity Gloves •

• Defibrillator •

• Firestarter • (Gloves) Armor imbedded uses energy.
Hot Hands: Sheet of flame in 15 feet cone. 2d10 fire damage on failed DEX save

• Tinker's Master Gloves •
When this gadget is equipped, you make an interaction with an object to activate it. You only use half as much time on the construction of mechanical items, including your gadgets and devices. You gain advantage of construction and repair checks.
Oxy-fuel - For 1 Energy, the pointer finger of the glove pushes out a lighter, that can produce a small hot flame.



Gard training.

Discipline of the Gadgeteer

Feature: Inventor's Eye
Your inquisitive eye and critical thinking let you come up with ad hoc solutions to problems as they pop up. By spending at least a minute looking over something no larger than a 5-foot cube, you can figure out new and innovative ways to use it in tandem with other materials at hand or that you know of. You can speak to your DM about inventing the thought process for wholly new and incredible things like guns in the age of swords, given you have the sound logic behind it.

Features & Traits
Tinker’s tools
Engineering kit: is a kit containing 5 wrenches, a hammer, 1 of each type of screw driver
20 screws, 15 nails, 5x6 slab of iron, a torch, and an assortment of screws, nails, nuts, bolts,
springs, and cogs.

A light crossbow & 20 bolts

Elixir Grenade Gizmo (aka E.G.G.)
S.T.E.A.M. Gauntlet

flewt

Equipment Copper: 0, Silver: 0, Electrum: , Gold: 3, Platinum: 0 Money
Armor: Light Armor
Weapons: All Simple Weapons • All Firearms • Quarterstaffs • Scimitars
Tools: • Tinker's Tools • Smith's Tools • Gunsmith's Tools

Lauguages.
Common SRW
Foxish SRW

Proficiency:
Smith's tools

Languages & Proficiencies
I ask a lot of questions.

Personality Traits
Resolved. We build our own destinies, we are the real gods.

Ideals
My mentor taught me everything I know to this day, I could not be where i am without them.

Bonds
Anyone who criticises my creations will find a hammer coming their way.

Flaws
Elemental Grenade - For 2 Energy, creatures within the blast radius must succeed on a Dexterity saving through or receive 1d6 base damage on a failed save. For each additional Energy point spent, the damage increases by 1d6 (up to a maximum of 3 Energy points). Your elemental grenades can deal different types of damage:

For 4 energy, two grenades can be created in a bonus action, and both can be thrown into a standard single action. Additionally, they can be thrown at different targets, at an additional thrown range of 5 feet.

DC save is 10 + Prof Mod + INT

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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