Skarsnik The Mad


Malakai on mustamaalattu entinen insinöörikillan jäsen. Julistettu kerettiläiseksi vaarallisten ja luonnottomien keksintöjensä takia Malakai kääntyi toisten takoja-jumalten puoleen. Varjoissa ja piilopaikoissa hän valmisti metallisen pedon ja metallia syöksevän aseen. Piilottelunsa aikaan Malakai joutui turvautumaan toisiin onnensa menettäneeseen ja sitoi raudanlujan siteen heidän kanssaan. Jumalansa koskettamana, Malakai pystyy hohkamaan jumalansa ahjon kuumuuden polttamaan vihollisensa, kauteroimaan haavansa ja väkevöittämään aseensa.


Lawful Good Neutral Good Chaotic Good
Lawful Neutral True Neutral Chaotic Neutral
Lawful Evil Neutral Evil Chaotic Evil

Etunimi: Malakai
Sukunimi: Makaisson

Rotu: Tortle
Taso: 8
Luokka: Artificer: Gunsmith 8
Tausta: Guild Artisan
Kielet: Common, Aquan.
Työkalut: Thieves' tools, Brewer's tools, Alchemist's tools, Poisoner's Kit


  • Ikä: 25
  • Pituus: 6,4 ft. (195 cm)
  • Paino: 221lb. (101 kg)
  • Silmien väri: Oranssi.
  • Ihonväri: Vaalea.
  • Hiukset: Harmaat.

Peronality Trait: I like to talk at length about my profession. I'm well known for my work, and I want to make sure everyone aprreciates it. I'm always taken aback when people haven't heard of me.

Ideals: It is the duty of all civilized people to strengthen the bonds of community and the security of civilization.

Bonds: One day I will return to my guild and prove that I am the greatest artisan of them all.

Flaws: I'll do anything to get my hands on something rare or priceless.

Ability Score:

Ability Score Proficiency Modifier Saving Throw
Strength 16 +3 +3
Dexterity 14 +2 +2
Constitution 16 +3 +3
Intelligence 20 +5 +5
Wisdom 14 +2 +2
Charisma 14 +2 +2

Muita statteja:

Speed 30 ft.
Armour Class 17 (19 shield) 17 (+ 2)
Max HP 59 8 + 5*(5+2) + 2*(5+2)
Hit Dice 8d8
Proficiency Bonus +3
Passive Wisdom (Perception) 12 10 + 2 (WIS 14)
Maximum Carrying Weight 165 lb. 15 * 11
Lifting, Dragging, Pushing Weight 230 lb. 30 * 11


Skill Proficiency Modifier Ability Huomioita
Athletics +2 STR 14
Acrobatics +5 DEX 20
Sleight Of Hand +5 DEX 20
Stealth +5 DEX 20
Arcana +6 INT 16 Artificer #1
History +6 INT 16 Variant Human
Investigation +6 INT 16 Artificer #2
Nature +3 INT 16
Religion +6 INT 16 Artificer #3
Animal Handling +2 WIS 14
Insight +5 WIS 14 Guild Artisan #1
Medicine +2 WIS 14
Perception +2 WIS 14
Survival +2 WIS 14
Deception +1 CHA 13
Intimidation +1 CHA 13
Performance +1 CHA 13
Persuasion +4 CHA 13 Guild Artisan #2

Racialit ja Featuret

Tyyppi Ominaisuus Lyhyesti
Racial Ability Score Increase +1 CON, +2 CHA
Racial Darkvision 60 feet darkvision
Racial Celestial Resistance Damage resistance: necrotic, radiant
Racial Healing Hands Kerran pitkässä levossa, paranna olentoa tasosi verran.
Racial Light Bearer You know the light cantrip. Spellcasting modifier on CHA.
Racial Radiant Consumption Loistat kirkasta valoa 10 ft ja himmeää vielä 10 ft lisää. Joka vuoron lopussa jokainen olento 10 ft etäisyydellä ottaa puolet tasosi verran radiant vahinkoa. Kerran vuorossa teet myös tasosi verran radiant vahinkoa hyökkäämällesi kohteelle. Kestää minuutin ja latautuu pitkässä levossa.
Background Guild Membership Kiltalaiset auttaa asioissa, jäsenmaksu 5 sp kuukaudessa.

Ability Score Improvement Traitit:

Level Feat/Score Increase
Level 4 Artisan +2 DEX

Artificer: Gunsmith

Level Spells Learned
gunsmith cantrip mending
3 longstrider, shield of faith, cure wounds
5 jump

Artificer Specialist: Gunsmith

At 1st level, you choose the type of Artificer Specialist you are: Alchemist or Gunsmith, both of which are detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 9th, 14th, and 17th level.

Magic Item Analysis

Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.

Tool Expertise: Tinker's tools, Poisoner's kit, Smith's tools

Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.

Wondrous Invention

At 2nd level, you gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below. Crafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up. You complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level.

These magic items are detailed in the Dungeon
Master’s Guide.
2nd Level: sending stones
5th Level: alchemy jug

Infuse Magic

Starting at 4th level, you gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature. Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item. When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted. You can have a limited number of infused spells at the same time. The number equals your
Intelligence modifier.

Superior Attunement

At 5th level, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time. At 15th level, this limit increases to five magic items.

Mechanical Servant

At 6th level, your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.Select a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:

• It is a construct instead of a beast.
• It can’t be charmed.
• It is immune to poison damage and the poisoned condition.
• It gains darkvision with a range of 60 feet if it doesn’t have it already.
• It understands the languages you can speakwhen you create it, but it can’t speak.
• If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.

The servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.If the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work(eight hours each day) and 1,000 gp of raw materials.

Clockwork Horse (Rhinoceros as base MM p. 336)

Large construct, unaligned
Armour Class 14 (ring mail barding)
Hit Points 45
Speed 40
21 8 15 2 12 6

Damage Immunities poison
Condition Immunities poisoned, charmed
Senses Darkvision 60 ft. Passive Perception 11
Languages Understands Common, Celestial, Infernal, but cannot speak.

Charge. If the rhinoceros moves at least 20 feet straight forward a target and then hits it with a gore attack on the same turn, the target takes an extra 2d8 bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d8+5 bludgeoning damage.
Guardian. If the creator is the target of a melee attack and this servant is within 5 feet of the attacker, the creator can use a reaction to command this servant to respond, using a reaction to make a melee attack against the attacker.

Gunsmith: Master Smith

When you choose this specialization at 1st level, you gain proficiency with smith’s tools, and you learn the mending cantrip.

Gunsmith: Thunder Cannon

At 1st level, you forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy. This firearm is called a Thunder Cannon. It is a ferocious weapon that fires leaden bullets that can punch through armor with ease. You are proficient with the Thunder Cannon. The firearm is a two-handed ranged weapon that deals 2d6 piercing damage. Its normal range is 150 feet, and its maximum range if 500 feet. Once fired, it must be reloaded as a bonus action. If you lose your Thunder Cannon, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials.

Gunsmith: Arcane Magazine

At 1st level, you craft a leather bag used to carry your tools and ammunition for your Thunder Cannon. Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep that weapon functioning.You can use the Arcane Magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds. If you lose your Arcane Magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials.

Gunsmith: Thunder Monger

At 3rd 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 1d6 thunder damage on a hit.This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6).

Cleric: Forge Domain

Level Spells Learned
cantrips thaumaturgy, sacred flame, guidance

Forge Domain Spells

Cleric Level Spells
1st searing smite, shield
3rd heat metal, magic weapon
5th elemental weapon, protection from energy
7th fabricate, wall of fire
9th animate objects, creation

Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. Beginning at 6th level, you can use your Channel Divinity twice before rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity: Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It can't also take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Blessing of the Forge

At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest, the object becomes a
magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.Once you use this feature, you can’t use it again until you finish a long rest.

Forge Domain: Channel Divinity: Artisan's Blessing

Starting at 2nd level, you can use your Channel Divinity to create simple items. Starting at the beginning of a short rest, you conduct a ritual to your deity that grants you the ability to craft a finished item that is at least part metal. The item is completed at the end of the rest.The object can be worth no more than 100 gp, and as part of this ritual you must expend metals, such as coins or other finished items, with a value equal to the item you want to make. The item can be an exact duplicate of a nonmagical item, such as a copy of a key, if you possess the original during your short rest.


Ase Attack Roll Damage Roll Range
Dakka d20+5 2d6 + 5 piercing 500 ft.
DAKKA d20 (2d6 + 15) piercing 500 ft.
Thundar Pew d20+5 2d6 + 5 piercing + 2d6 thunder 500 ft.


Artificer Spell Save DC 8 + 3 + 3 = 14
Artificer Spell Attack Bonus 3 + 3 = 6
Cleric Spell Save DC 8 + 3 + 2 = 13
Cleric Spell Attack Bonus 3 + 2 = 5
Spell Level Name Slots
Cantrip thaumaturgy, sacred flame, guidance, mending, light
Level 1 jump, longstrider, cure wounds, shield of faith 4
Level 2 - 2
Level 3 -
Level 4 -
Level 5 -
Level 6 -
Level 7 -
Level 8 -
Level 9 -


Raha Määrä Arvo Hopeassa
Kulta 0
Hopea 21 21
Kupari 0
Tina 0
Item Value Weight Other
Component Pouch 25 sp. 2 lb.
Military Saddle 20 sp. 30 lb.
Ring Mail Barding 120 sp. 80 lb.
Saddlebags 4 sp. 8 lb.
Rapier (Silvered) 125 sp. 2 lb.
Light crossbow - sp. 5 lb. Starting Equipment
20 Bolts - sp. 1.5 lb. Starting Equipment
Studded leather armour - sp. 13 lb. Starting Equipment
2 Daggers - sp. 2 lb. Starting Equipment
Thieves' Tools - sp. 1 lb. Starting Equipment
Smith's tools - sp. 8 lb. Background
Traveler's Clothes - sp. 4 lb. Background
10 Pitons - sp. 2.5 lb. Dungeoneer's Pack
Crowbar - sp. 5 lb. Dungeoneer's Pack
Hammer - sp. 3 lb. Dungeoneer's Pack
10 Rations - sp. 20 lb. Dungeoneer's Pack
Tinderbox - sp. 1 lb. Dungeoneer's Pack
Waterskin - sp. 5 lb. Dungeoneer's Pack
50 feet of Hempen Rope - sp. (10 lb.) Dungeoneer's Pack
Total: 99 sp. (Weight / Capacity): X lb. / X lb,
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