+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+5 | Strength | |
+1 | Dexterity | |
+5 | Constitution | |
+0 | Intelligence | |
+1 | Wisdom | |
-1 | Charisma |
+1 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+5 | Athletics | STR | |
-1 | Deception | CHA | |
+0 | History | INT | |
+1 | Insight | WIS | |
+1 | Intimidation | CHA | |
+2 | Investigation | INT |
+1 | Medicine | WIS | |
+0 | Nature | INT | |
+3 | Perception | WIS | |
-1 | Performance | CHA | |
-1 | Persuasion | CHA | |
+0 | Religion | INT | |
+1 | Sleight of Hand | DEX | |
+1 | Stealth | DEX | |
+3 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Gear-Axe (Greataxe) | +5 | STR | 1d8+3 | slashing | |
Spring Gauntlet (Handaxe) | +5 | STR | 1d6+3 | bludgeoning | |
Melee, Thrown (20/60ft) |
Rage (3/day): +2 melee damage, resistance to bludgeoning/piercing/slashing. Lasts 1 min.
Reckless Attack: Advantage on melee attack rolls using Strength; enemies gain advantage to hit you until next turn. (Can be used as Reaction when missing an enemy)
Danger Sense: Advantage on Dex saves against effects you can see.
Unarmored Defense: AC = 10 + Dex + Con (already included)
Battlefurnace Rage (3rd Level)
While raging:
Scrap Scavenger:
You can identify valuable mechanical scraps at a glance. Once per day, in a ruined or mechanical environment, you can scavenge 10 gp worth of useful parts or 1 minor invention (DM's discretion).
Darkvision: 60 ft
Tinkerer's Resilience: Advantage on saving throws against fire.
Gear-Fused: Parts of your body are reinforced or replaced with brass and steel. Gain +1 AC when not wearing heavy armor.
Sturdy Build: Advantage on checks to resist being grappled or moved.
Machine Empathy: Proficiency in Tinker's Tools and Arcana or Investigation.
Set of artisan’s tools, a broken automaton piece, goggles with a cracked lens
Languages: Common, Dwarvish, Gearcant (a form of techno-jargon)
Proficiencies:
You once survived the explotion of a boiler in your home Skyfoundry called Vex-13. You lost your left arm and part of your beard in the explosion leading to the following:
Brannok Rivenbraid was forged, not born. He took his first steps in the molten belly of Skyfoundry Vex-13, a clanking, drifting behemoth of rust and steam that creaked above the Edge like a dying god. His kin called him “Clank” before he could walk—after the sound his brass-plated shoulder made every time he fell onto the deckplates.
Raised in the roar of forgehammers and the hiss of pressure valves, Brannok earned his gear-arm after losing the original in the Coreback Eruption. It was an upgrade. Since then, he's collected and replaced more parts than he remembers, each bolted joint and piston-driven finger a scar and a story.
In Gearblood society, where strength is measured in solved problems and repaired engines, Brannok rose fast. He was a Forge-Captain by 20 and a living legend by 30—survivor of the Coreback Eruption, defeater of the Rustworn Leviathan, and the only engineer who dared enter the Crucible Deck without sealing the heat vents.
But his downfall came not by blade or blast, but by principle. Brannok refused to abandon a fractured foundry-node during a skyquake, choosing to stabilize it while others fled. The act saved the engines—but not his rank. Branded reckless, he left Vex-13 with nothing but his gear-axe, a ticking arm-core, and a beard full of bent memorial tags.
Now, Brannok wanders the broken skies and wreck-hulls of the Edge, seeking work, scrap, and a fight worth dying for. He listens to the ticking of his own bones and believes, like all Gearbloods, that the world is one vast broken machine. His role?
Fix it—or tear it apart trying.
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.