Remove these ads. Join the Worldbuilders Guild

Flux

4 Level (0/6500 XP for level-up) Vagabond Background Kobold Race / Species / Heritage Lawful Neutral Alignment
Industrialist
Level 4
Hit Dice: 4/4
1d8+1 Class 1

STR
11
+0
DEX
17
+3
CON
12
+1
INT
18
+4
WIS
9
-1
CHA
14
+2
26
Hit Points
+3
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
9
Passive Perception
3 / 5
Steam Charge (3d6)
2 / 3
Luck points
2 / 2
Dragon Cries
Spellcasting ...
+6 Attack mod
INT Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+3 Dexterity
+3 Constitution
+6 Intelligence
-1 Wisdom
+2 Charisma
saving throws
+3 Acrobatics DEX
-1 Animal Handling WIS
+4 Arcana INT
+0 Athletics STR
+2 Deception CHA
+4 History INT
+1 Insight WIS
+2 Intimidation CHA
+6 Investigation INT
skills
-1 Medicine WIS
+4 Nature INT
-1 Perception WIS
+2 Performance CHA
+4 Persuasion CHA
+4 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
-1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Shot Cannon +5 DEX 1d12+3 bludgeoning
 Ammunition (range 60/120), two-handed, loading, powered, overcharge (Overcharge. As a bonus action, you can cause the power charge to exert maximum power. Your next attack deals additional damage equal to an amount shown on the Charge Potency column of the Industrialist Table. Using the overcharge property of an invention causes the power charge to lose power and become unusable. A wondrous item that has the overcharge property functions differently from a weapon with the overcharge property. The overcharge effect of a wondrous item will be listed in the item's description underneath the invention tablesrange 60/120), two-handed, loading, powered, overcharge
Throw charge +14 INT 3d6 Fire
 DC 14 Dex save, on success, take half damage. (Throw Range 30ft | Explosive radius 5ft)
Quarterstaff +2 STR 1d6 bludgeoning
 Versatile
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Mending
Upon spending an hour in a town or other settlement
and making a DC 10 Wisdom (Insight) check, you can
track down an ally that you made on a previous visit
during your wandering. This ally begins as friendly to
you and will answer questions you have regarding the
town, its services, and its inhabitants

You've dabbled in just about every craft you have come across,
hoping to get the edge needed to advance your inventing to the
next level.
Beginning at 2nd level, you can add half your proficiency
bonus, rounded down, to any ability check using artisan's tools
that you aren't proficient with

At 2nd level, you have an uncanny knack for analyzing and
retaining information. During a short rest, you can spend time
learning the basics of one skill you are not proficient in. To do
this you must have an ally willing to teach you within 10 feet
who is proficient in the skill and you share a language with.
Until you finish a long rest, you can add your proficiency
bonus to a number of ability checks you make using that skill
equal to your Intelligence modifier.
You can use this feature once, and regain the ability to do so
after finishing a long rest.

At 3rd level, you gain the ability to refill the energy in a
number of your power charges. During a short rest, you can
choose to regain a number of power charges equal to your
proficiency bonus.
Once you use this feature, you can't use it again until you
finish a long rest

You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Draconic Cry. As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Features & Traits
Weight: (133/165)
Tinker's Tools-
Hourglass of time-[A 6-inch tall hourglass, with strange white sand: Turning the hourglass will rewind time for one minute, with only the user retaining their memory. This can be used once per month. Upon being broken, time stands still for everyone but the user, for 60 minutes.]
Mail vest (Unassuming, Confortable)-
Decanter of endless water-
Shot Cannon-
Steam charge stabilization case-
Backpack-
Bedroll-
Mess kit-
Tinderbox-
10 torches-
Rations (X20)-
Water Canteen (X2)-
Hempen rope (50 feet)-
Quarterstaff-
Ball bearings (X999)-
Lance-
Miner's Pickaxe-
Dagger (x2)-
Scimitars (x6)-

Equipment Copper: 0, Silver: 1, Electrum: 0, Gold: 257, Platinum: 0 Money
Common & Draconic
Simple weapons
Light armor
Shot cannon
Tinker's tools & Smith's tools

Languages & Proficiencies
Flux is... not exactly the best. They mostly motivate themself by virtue of trying to impress Sprocket, from learning machining, to becoming her assistant, all the way to where they are now, vagabonds trying to either hit it big, or make an unmached steampunk machine.
Flux used to be shy, but with Sprocket not being the best at communication, they tried their best to communicate, to translate Sprocket's excited ramblings into understandable requests.

Personality Traits
Reunite with his coworker, and love interest, Sprocket.

Ideals
Sprocket (Coworker, potential lover)

Bonds
Driven by love.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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

Decanter of Endless Water

Wondrous Item

Uncommon Conjuration

This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:  
  • "Stream" produces 1 gallon of water.
  • "Fountain" produces 5 gallons of water.
  • "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.


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.


Created by

Kobold Supremacist.

Statblock Type

Character Sheet (latest)

Link/Embed