Kharzak Emberbranch
Kharzak Emberbranch
Sheet
AC 17 · HP 31 · 30 ft.Saving throws
Skills
- ArcanaINT
- AthleticsSTR
- HistoryINT
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- Sleight of HandDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
14 featuresAction
- Breath WeaponDragonbornYou can use your action to exhale destructive energy in a 15-foot cone, dealing acid damage on a failed Dexterity saving throw, or half as much on a success. Usable once per short or long rest.
Always on
- Breath Weapon
When Once per short or long rest
Exhale destructive energy in a 15-foot cone, dealing 2d6 acid, lightning, fire, or poison damage on a failed Dexterity save, or half on a success.
- Battle ReadyLevel 3
When While wielding a magic weapon
You can channel arcane fire through a prepared weapon strike or spell, using Intelligence for attack and damage rolls with magic weapons.
- Steel DefenderLevel 3
When On your initiative
Your steel defender takes its turn immediately after yours and follows your verbal commands or defensive routines.
- Magical TinkeringLevel 1
You can magically imbue tiny nonmagical objects with simple magical effects such as recording sounds, shedding light, or delivering messages. You can maintain a number of infused objects at once equal to your Intelligence modifier.
- SpellcastingLevel 1
You can prepare and cast artificer spells using Intelligence as your spellcasting ability. You prepare a number of artificer spells equal to your Intelligence modifier plus half your artificer level, rounded down. You also gain cantrips and spell slots as shown by the artificer table.
- Infuse ItemLevel 2
You can imbue objects with magical infusions, creating items such as enhanced armor, enhanced weapons, or utility gear. You know four infusions and can have two infused items active at once.
- The Right Tools for the JobLevel 2
You can use any item bearing one of your infusions as a spellcasting focus for your artificer spells, and you can perform necessary artificer spellcasting with tools you are proficient with.
- Battle SmithLevel 3
You gain proficiency with martial weapons and smith’s tools, and your combat training allows you to use your Intelligence modifier for attack and damage rolls with magic weapons. You can also use a magic weapon as a spellcasting focus.
- Ability Score ImprovementLevel 4
At 4th level, you gain an Ability Score Improvement or feat. This build preserves the provided ability scores exactly, but the feature is still available by rules.
- Draconic Ancestry, brassDragonbornChoose acid damage for your breath weapon.
- Damage ResistanceDragonbornYou have resistance to acid damage.
- LanguagesDragonbornYou can speak, read, and write Common and Draconic.
- WandererOutlander
You have an excellent memory for maps and geography, and can always find food and fresh water for yourself and up to five others, provided the land offers any at all.
Spells
10 spellsSpellcasting. Kharzak Emberbranch casts with Intelligence (spell save DC 16, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (3 slots): , , , , ,
Gear
11 itemsWeapons
- Simple weaponA simple weapon chosen for practicality in the wild, such as a spear or mace.
- Light crossbowA light crossbow with 20 bolts, useful for hunting and for putting experiments out of their misery at range.
Armor
- Scale mailA suit of scale mail, providing sturdy protection for a field engineer who expects trouble.
- ShieldA shield emblazoned with a cracked gear sigil, used as much for defense as for signaling.
Tools
- Thieves' toolsA set of thieves’ tools for delicate repairs, locks, and the occasional illegal shortcut.
- Tinker's toolsA set of tinker’s tools for constant improvisation and repair.
Gear
- Dungeoneer's packA dungeoneer’s pack packed for hard travel and worse places.
- Hunting trapA hunting trap carried from his wanderer days.
- TrophyA trophy from a defeated beast, worn as proof that the wilds do not own him.
- Traveler's clothesTraveler's clothes suitable for the road and campfire smoke.
- Belt pouchA belt pouch containing 10 gp.
Appearance
A lean brass-scaled dragonborn with a scarred snout, amber eyes behind soot-smudged lenses, and a cloak stitched with pockets full of gears and chalk. He wears scale mail reinforced with brass rivets, carries a shield painted like a cracked workshop sign, and often smells faintly of oil, smoke, and pine resin.
Mannerisms
He speaks in short, precise bursts when thinking, then suddenly becomes poetic when describing machinery or the weather. He taps his claws on metal surfaces to listen for resonance, and when irritated he puffs a thin curl of smoke through one nostril before answering.
Personality
Kharzak is curious, stubborn, and delightfully hard to discourage. He treats every problem as a puzzle, every obstacle as a temporary arrangement, and every machine as a conversation waiting to happen. He is generally generous to travelers and misfits, but he has little patience for pomp, superstition, or anyone who confuses authority with competence.
Ideals
Freedom. No master, noble, or temple should have the final say over a mind that can build, wander, and choose for itself.
Bonds
He carries a cracked brass compass taken from his mother’s last expedition, and he will not rest until he learns where she disappeared.
Flaws
He cannot resist taking apart any interesting mechanism, even when doing so is inconvenient, dangerous, or clearly someone else’s prized possession. He also acts first when bored or insulted, which has gotten him banned from more than one civilized workshop.
Quirks
Background
Kharzak Emberbranch was hatched far from any proper clan hearth, in a lonely upland camp where his mother worked salvaging relics from the bones of an older war. The other children learned the old songs and hunting rites, but Kharzak preferred broken hinges, snapped blade tangs, and half-buried machines. He grew into a restless wanderer, equally at home tracking game through the hills or disassembling a rusted engine by firelight. When a caravan master paid him in scrap instead of coin, he discovered that clever hands and a sharp mind could turn junk into miracles.
“The other children learned the old songs and hunting rites, but Kharzak preferred broken hinges, snapped blade tangs, and half-buried machines.”
- Background
- Outlander
Connections
Species
Dragonborn
Media
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