| +6 | Expertise Bonus | |
| +3 | Proficiency Bonus |
| +3 | Strength | |
| +6 | Dexterity | |
| +3 | Constitution | |
| -1 | Intelligence | |
| +2 | Wisdom | |
| +0 | Charisma |
| +3 | Acrobatics | DEX | |
| +2 | Animal Handling | WIS | |
| -1 | Arcana | INT | |
| +3 | Athletics | STR | |
| +0 | Deception | CHA | |
| -1 | History | INT | |
| +5 | Insight | WIS | |
| +3 | Intimidation | CHA | |
| +2 | Investigation | INT |
| +2 | Medicine | WIS | |
| -1 | Nature | INT | |
| +5 | Perception | WIS | |
| +0 | Performance | CHA | |
| +3 | Persuasion | CHA | |
| -1 | Religion | INT | |
| +3 | Sleight of Hand | DEX | |
| +3 | Stealth | DEX | |
| +2 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Infantry Rifle | +8 | DEX | 2d8-3+3 | Piercing | |
| FIREARM (No mod to damage), Ammunition (Firearms), Range(160/480), Reload(4), Sighted, Two-Handed | |||||
| Revolver (Armblade) | +8 | DEX | 2d8-3+3 | Piercing | |
| FIREARM (No mod to damage),Ammunition (Firearms), Range, Reload (6) | |||||
| Greatclub | +0 | STR | 1d8 | Bludgeoning | |
| Two-Handed, Push | |||||
| Mace | +0 | STR | 1d6 | Bludgeoning | |
| Sap | |||||
The statblocks of your Weapons, armor and other important/magical equipment
Adventuring Gear
Varies
As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged Attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.
Weapon
Uncommon Requires Attunement
This springloaded armpeice attatches to the outer-forearm of an Automaton, and as such can only be attuned and integrated by an Automaton.
Firearm
Common Requires Attunement
An armgun is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
Staff
Common
This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild-scented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would.
Ammunition
Uncommon
Thrown 60/120ft. All creatures within 10ft must roll on the Wild Magic table.
Wondrous Item
Common
While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, "I want a piece of candy." The doll's phrases are lost when your attunement to the doll ends.
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.
1-level Divination
1-level Divination
2-level Conjuration
2-level Transmutation
2-level Transmutation
Statblocks for your Trinkets, businesses, building, castles, empires.