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Indira Hyyka

6 Level (0/23000 XP for level-up) Engineer Background Rixon Race / Species / Heritage Neutral good Alignment
Artificer
Level 6
Hit Dice: 3/6
1d8+2 Class 1

STR
10
+0
DEX
12
+1
CON
14
+2
INT
16
+3
WIS
13
+1
CHA
12
+1
40
Hit Points
+2
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
30(Walk/run)
Speed (walk/run/fly)
11
Passive Perception
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+1 Dexterity
+5 Constitution
+6 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+1 Acrobatics DEX
+1 Animal Handling WIS
+6 Arcana INT
+0 Athletics STR
+1 Deception CHA
+3 History INT
+1 Insight WIS
+1 Intimidation CHA
+5 Investigation INT
skills
+4 Medicine WIS
+1 Nature INT
+1 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+3 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Energy Plasma Pistol +1 DEX 1d10+1 fire
 range 100(>65 damage will decrease after every 10 ft by 20%)
Attacks
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Multi-Wrench :+2 bonus to attack and damage
+2 bonus to craft check when building or repairing something
-Ricochet - As an action, you can spend 2 energy to throw your wrench. When throwing it in this fashion your wrench has the Thrown property, with a normal range of 20 feet and a long range of 60 feet. When you take this action you can spend 2 Energy to make a ranged attack against a creature, dealing 1d4 lightning damage + Intelligence modifier on hit. The attack is considered a magical weapon for the purposes of overcoming resistance and immunity. Immediately after the attack, the wrench propels back to your hand. You can target a second creature, for no additional cost, as long as the creature is within 10 feet of the first target. The wrench's damage increases by 1d4 when you reach certain levels: 7th level (2d4), 13th level (3d4), and 19th level (4d4).
-Efficient Repair - Spending 4 energy, your creations can last longer than expected. You can use your wrench to repair a damaged device made of stone, metal or wood within 30 feet. You may also use this feature to repair a construct within 10 feet for 1d6 + your Intelligence modifier a bonus action, as long as the construct has at least 1 HP. The bonus to repair checks to constructs is increased when you reach certain levels: 7th level (2d6), 13th level (3d6), and 19th level (4d6).
-Force Pulse - For 4 Energy, as an action, you can force all creatures (size: Tiny to Large) within 10 feet to make a Strength save. On a failure, they are deafened and knocked prone until the end of your next turn. The pulse's range increases when you reach certain levels: 7th level (15 feet), 13th level (20 feet), and 19th level (25 feet).
-Lockpick - For 3 Energy, attempt to open a mechanical lock or disarm a mechanical trap that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that prevents access. You can attempt to pick the lock with your wrench and add to your roll 1d4 + your proficiency bonus to the check. If the object has multiple locks, only one of them is unlocked. The wrench's lockpicking bonus increases by 1d4 when you reach certain levels: 7th level (2d4), 13th level (3d4), and 19th level (4d4).
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Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 1865, Platinum: 0 Money


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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