Fae

Human, Artificer [Gunsmith- 16], Clockmaker

Strength Dexterity Constitution Intelligence Wisdom Charisma
10 [+0] 15 [+2] 13 [+1] 13 [+1] 12 [+1] 15 [+2]
Fae.jpg

HP: 80
Speed: 30ft
Saving Throws: Constitution, Intelligence
AC: 13
Traits

Feats and Features

  • Internal Clock: Your intimacy with timepieces has given you an innate understanding of time. You can immediately tell if a timepiece is slow or fast and how to fix a problem should it exist. In addition you do not need a timepiece to tell time and you can determine with perfect accuracy the interval between 2 events.
  • Thunder Monger: At 5th level, you learn to channel thunder energy into your Thunder Cannon. As an action, you can make a special attack with your Thunder Cannon that deals an extra 2d6 thunder damage on a hit.
  • Sharpshooter: You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
    • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
    • Your ranged weapon attacks ignore half cover and three-quarters cover.
    • Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
    • Alert - Always on the lookout for danger, you gain the following benefits: You gain a +5 bonus to initiative. You can’t be surprised while you are conscious. Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.
  • Observant: Quick to notice details of your environment, you gain the following benefits: If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips. You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Blast Wave
Starting at 9th level, you can channel force energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you unleash force energy in a 15-foot cone from the gun. Each creature in that area must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 2d6 force damage and is pushed 10 feet away from you.
This damage increases by 1d6 when you reach certain levels in this class: 13th level (3d6) and 17th level (4d6).
Piercing Round
Starting at 14th level, you can shoot lightning energy through your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you cause the gun to unleash a bolt of lightning, 5-feet wide and 30-feet long. Each creature in that area must make Dexterity saving throws with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes

  • Injuries:
    • lost an eye - replaced with golem eye
    • lost left arm

Proficiencies [+3]
Languages: Common, Dwarven, Gnomish
Weapons: Simple Weapons, Thunder-cannon
Armour: Light, Medium
Tools: Thief x 2, Tinker x 2, Leatherwork x 2, Smith x 2, Jeweller
Skills: Arcana, Religion, Sleight of Hand, Investigate, Perception, Stealth

Equipment

  • Yellow robes
  • Handaxe
  • Light Hammer
  • Light Crossbow (20 Bolts)
  • Studded Leather
  • Thieves' Tools
  • Dungeoneer's Pack
  • Goggles of Night
  • Clockmaker's tools
  • Pocket watch
  • Travelling clothes
  • Belt Pouch
  • Thunder Cannon (features a spyglass scope and blessed by so and so to have 600ft range and deal 2d8 damage)
  • Arcana Magazine (40 rounds)
  • A mechanical canary inside a gnomish lamp
  • Magical blue flame lantern
  • Wand of magic missile
  • Broach of shielding

Platinum 0
Gold 0
Silver 2
Copper 1


Spellcasting

Spellcasting

  • Spell Save DC 12
  • Spell Slots
    • Level 1 - 4
    • Level 2 - 3
    • Level 3 - 3

Cantrips

  • Mending

Level 1

  • Identify [R]
  • Detect Magic [R]
  • Cure Wounds
  • Alarm [R]
  • Shield of Faith

Level 2

  • Arcane Lock
  • Enlarge/Reduce
  • Enhance ability
  • Invisibility

Level 3

  • Fly
  • Haste

Younger sister to Jnr, Fae hasn't often left her room in the family home preferring to devote her time to academic and religious pursuits. She worships (enter relevant god to setting preferably a god of time or order).

  • Personality Traits:
    • I believe that for every event there is a cause and an effect.
    • I am very aware of my own mortality.
  • Ideal:
    • Excellence - Quality and precision are the watchwords of any good life.
  • Bond:
    • Like a great clock the world is winding down. I left my workshop because it must be rewound once more.
  • Flaw:
    • I am severely unnerved by disorder. I much prefer the regularity of cogs and grains of sand.

Orphans:
* Galad: 12 years old, proficiency with GUNT when he is prone
* Fae Jnr: 12 years old, depressed, left arm is covered in anti-magic crystal [cleric focus for the Void]
* Thom: 8 years old
* Zelda: 8 years old
* Noal: 6 years old, got beaten up in Leor
* Fae Twonia: 6 years old

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