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“”Size doesn’t matter, at least that’s what the ladies down at the ‘saloon’ tell me.” - Dr.

Dune
Height w/o mechsuit 3’7” (+1’9.5’’ = 5’4.5’’)
Height w/ mechsuit 7’0” (+3’6’’ = 10’6’’)
Weight 44 lb.
Age 113 or 315 years
Race Hill Dwarf (page 20 of 5th Edition Player’s Handbook by Wizards of the Coast)
Carrying Capacity w/o mechsuit 112.5 lb. (60/200 lb.) Push/Drag/Lift w/o mechsuit 225 lb.
Carrying Capacity w mechsuit 300 lb. (60/200 lb.) Push/Drag/Lift w mechsuit 600 lb.
Typical Armor Class 18 (natural armor) Current Armor Class:
Hit Points 130/140
Speed 25 ft.
Jump Distances long jump 7.6/15 ft., high jump 4/8 ft.
Small human (artificially sorcerer), chaotic evil
Str 15 (+2) Dex 13 (+1) Con 18 (+4) Int 20 (+5) Wis 12 (+1) Cha 13 (+1)
Saving Throws Con +8, Int +9
Skills Arcana +9, History +9, Medicine +5, Religion +9
Damage Resistances lightning, poison (Dr. Dune’s heart of the storm)
Senses passive Perception 11
Languages English, Spanish
Armors Light armor, medium armor, Juggernaut Armor, shields
Weapons Simple weapons and also battleaxe, handaxe. light hammer, and warhammer
Tools Brewer’s tools, carpenter’s tools, smith’s tools, thieve’s tools, tinker’s tools
Level 10 ( ][XP) Proficiency Bonus +4

Traits/Feats
Tool Proficiency. You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.

Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage (explained
in chapter 9).

Dwarven Combat Training. You have proficiency with the battleaxe, handaxe. throwing hammer, and warhammer.
Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient
in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Heavy Armor Master. You can use your armor to deflect strikes that would kill others. You gain the following benefits:
• Increase your Strength score by I, to a maximum of 20.
• While you are wearing heavy armor, bludgeoning. piercing, and slashing damage that you take from nonmagical weapons is reduced
by 3.

War Caster. You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
• You have advantage on Constitution saving throws that you make to maintain your concentration on a
spell when you take damage.
• You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile
creature's movement provokes an opportunity attack from you. you can use your reaction to cast a spell at the creature, rather than
making an opportunity attack. The spell must have a castingtime of 1 action and must target only that creature.

Magical Tinkering. At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have
tinker's tools or other artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following
magical properties of your choice: The object sheds bright light in a 5-foot radius and
dim light for an additional 5 feet.
• Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message
when you bestow this property on the object, and the recording can be no more than 6 seconds long.
• The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen
phenomenon is perceivable up to 10 feet away.
• A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or
a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early. You can bestow
magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a
time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of
one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Infuse Item. At 2nd level, you gain the ability t o imbue mundane items with certain magical infusions. The magic items that you
create with this feature are effectively prototypes of permanent items.
● Infusions known. When you gain this feature, pick four artificer infusions to learn, choosing from the "Artificer Infusions"
section
at the end of the class's description. You learn additional infusions of your choice when you reach certain levels in this class, as shown
in the Infusions Known column of the Artificer table.
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
● Infusing An Item. Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer
infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's
description. If the item requires attunement, you can attune yourself to it the instant you infuse the item.
If you decide to attune to the item later, you must do so using the normal process for attunement (see "Attunement" in chapter 7 of the
Dungeon Master's Guide).
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed
equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for
another one.
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the
Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object
at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of
infusions, the oldest infusion immediately ends, and then the new infusion applies.

Artificer Specialist. At 3rd level, you choose the type of specialist you are: Alchemist, Artillerist, or Battle Smith, each of which is
detailed at the end of the class's description. Your choice grants you features at 5th level and again at 9th and 15th level.

The Right Tool For The Job. At 3rd level, you learn how t o produce exactly the tool you need: with tinker's tools in hand, you can
magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted
work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you
use this feature again.

Ability Score Improvement (ASI). When you reach 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase a n ability score above 20 using
this feature.

Tool Expertise. Starting at 6th level, your proficiency bonus i s doubled for any ability check you make that uses your proficiency
with a tool.

Flash Of Genius. Starting at 7th level, you gain the ability t o come u p with solutions under pressure. When you or another creature
you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence
modifier to the roll. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all
expended uses when you finish a long rest.

Magic Item Adept. When you reach 10th level, you achieve a profound understanding
of how to use and make magic items:
• You can attune to up to four magic items at once.
• If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time,
and it costs you half as much of the usual gold.

Dwarven Fortitude

Spellcasting. Dr. Dune is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks).
Grim has the following wizard spells prepared:
Default Spell List
Cantrips (at will): message, prestidigitation, shocking grasp, mending
1st level (4 slots): cure wounds, disguise self, grease, magic missile, thunderous smite
2nd level (3 slots): dragon’s breath, enlarge/reduce
3rd level (3 slots): conjure barrage, haste, lightning bolt

https://mosqa.tumblr.com/post/647067017163292672/homebrew-subclass-dd-5e-mecha-knight

https://5e.tools/classes.html#artificer_tce
Actions
Inventory
● Starmetal Shield

Armor (shield), legendary (requires attunement)


This open metal shield and gauntlet offer a +1 bonus to your armor class instead of a shield’s normal bonus. Whenever
you’re the target of an attack made with a metal weapon or projectile, the bonus becomes +3 instead. The shield hovers
above the gauntlet to protect you as if you were wielding it, leaving your hands free.

Shooting star. As an action, you can throw the shield at up to 3 clustered targets you can see before returning to your
arm. Choose up to 3 targets or points. The first target or point must be within 30 feet of you, and any additional targets or
points must be within 10 feet of the one before it. You can’t select the same target more than once.
Make a ranged attack with the shield against each target. You are proficient with these attacks and add either your
Dexterity or Strength modifier to its attack and damage rolls. Targets hit by the attack take 2d8 magical slashing damage.
Once the shield reaches a target or point, it bounces towards the next target or point. The shield flies back to the gauntlet
after reaching its final destination, bouncing harmlessly off of anything obstructing its path.

● Forgemaster’s Might
Weapon (warhammer or maul), legendary (requires attunement)
This monumental maul or warhammer requires a Strength of 17 or higher to wield. You gain a +2 bonus to attack and
damage rolls made with this magic weapon.
You can use a bonus action to speak the hammer’s command phrase, “light the forge” and cause flames to curl up and
heat the hammer’s anvil head. These flames shed bright light in a 20-foot radius and dim light for an additional 20 feet.
While the hammer is lit, it deals an additional 1d8 fire damage to any target it hits and ignores resistance to fire damage.
The flames last until you use a bonus action to speak the command word “quench,” or until you drop or stow the hammer.

Smith's Blessing. You can use the hammer to cast either the creation or fabricate spell using an action instead of its
usual casting time. Creation is cast as a 6th level spell when cast in this way, and its conjured materials can be used as
materials for the fabricate spell, although the materials still have a limited duration. Once the hammer has been used to
cast a spell in this way, it can’t be used to cast that spell again until the following dawn.
In addition, you know the mending cantrip if you don’t already know it while you’re attuned to the hammer. Mending’s
usual size restriction is increased to 5 feet in any dimension for you when you use it to repair metal. Ability checks you
make using smith’s tools to make or repair an item are made with advantage when you use the hammer’s head as the
anvil.

Iron Raze. The hammer deals an additional 2d8 bludgeoning damage to constructs and structures hit by it.

● Barricade Shield
Armor (shield), uncommon
While holding this heavy iron shield, you can use an action to plant it in the ground and expand its height and width to
stretch up to 15 feet across in either direction, potentially becoming a flat defensive wall or similar platform. The edges of
the shield magically conform to fit the shape of an enclosed space, such as the walls of a tunnel or hallway. While holding
the expanded shield in place, your speed becomes 0 and you have disadvantage on Dexterity checks and Dexterity
saving throws. Regardless of the shield's size, its weight remains the same.
The expanded shield is considered a nonmagical structure that has AC 14 and 40 hit points. The shield can remain
expanded for up to 1 minute before it reverts back to its normal size. The expanded shield reverts early (but is not
destroyed) if it reaches 0 hit points or moves. If you're holding the expanded shield, you can choose to revert it early as a
bonus action.
Once this property of the shield has been used, it can't be used again until the following dawn.
Stun Baton. A creature wielding this wand can use it as a simple melee weapon with the finesse property, dealing 1 piercing damage on a
hit. Once per turn, you can cause this wand to discharge when you hit a target with it, triggering either the Stun or Zap effects. You choose
whether the wand is in the Stun or Zap mode immediately prior to making an attacking, no action required.
Stun. On a hit, a creature must make a DC 13 Constitution saving throw. On a failure, it is stunned until the end of its next turn. On a
success, it can’t take reactions until the start of its next turn.
Zap. On a hit, a creature takes 2d8 lightning damage and can’t take reactions until the start of its next turn.
Optional Attunement. A creature with a spellcasting ability can attune to this wand, which gains the Stunspell property. A creature attuned
to this weapon can cast the shocking grasp cantrip at will and always has following spells prepared:
Lightning Wave (1st-level)
Hold Person (2nd-level)

Optional Attunement: Stunspell. You can cast any of the spells granted you by this item without expending a spell slot. After you do so, roll
a d4. If the result is equal to or lower than the spell’s level, the wand’s voltage becomes critically low and you can’t activate the Stunspell
feature again until the following dawn.
Wishlist
Items
Bombard Bulwark https://www.instagram.com/p/CTPmV1jMqOW/?utm_source=ig_web_copy_link

Portable Anvil https://www.instagram.com/p/CTUw_Rhst6z/?utm_source=ig_web_copy_link

Chainshovel https://www.instagram.com/p/CTAKQeBsrZ5/?utm_source=ig_web_copy_link

Kobbold Flaymefrower https://www.instagram.com/p/CShRP7Isv0K/?utm_source=ig_web_copy_link

Upgraded Kobbold Flaymefrower https://www.instagram.com/p/CSpDX2Isxmy/?utm_source=ig_web_copy_link

Rolly Turrit https://www.instagram.com/p/CSwuOI2sPoW/?utm_source=ig_web_copy_link

Pneuma Blade https://www.instagram.com/p/CSrluIWq-xH/?utm_source=ig_web_copy_link

Upgraded Pneuma Blade https://www.instagram.com/p/CSuJX16MkYv/?utm_source=ig_web_copy_link

Gunnspier https://www.instagram.com/p/CSZgfIMMBho/?utm_source=ig_web_copy_link

Upgraded Gunnspier https://www.instagram.com/p/CScG-YhMIKN/?utm_source=ig_web_copy_link

Ka-ma-ra https://www.instagram.com/p/CNnIr8tBghz/?utm_source=ig_web_copy_link

TZR-Taz’s Zealous Retribution https://www.instagram.com/p/CNkl2LgBpAl/?utm_source=ig_web_button_share_sheet

Bottled Thunderstorm https://www.instagram.com/p/CHLXfdyBhTp/?utm_source=ig_web_copy_link

Spells

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