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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