Dynamo


  Dynamo Roll Initiative
Medium Humanoid, Chaotic Good
Armor Class 15 (Studded Leather)
Hit Points 91 (14d8 + 28)
Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1)
16 (+3)
15 (+2)
10 (-)
12 (+1)
16 (+3)
Saving Throws DEX +6, CHA +6, CON +5
Skills Acrobatics +6, Performance +6, Sleight of Hand +6, Survival +4
Damage Resistances Fire, Force (see Thick Skin)
Senses Passive Perception 11
Languages Common, Gnomish
Proficiency Bonus +3 Challenge 6
Traits
Daring Dervish. At the start of their turn, the Dynamo gains advantage on melee weapon attack rolls during that turn, but attack rolls against them have advantage until the start of their next turn.   Thick Skin. The Dynamo has resistance to fire and force damage until it takes damage of that type. This resistance returns after a short or long rest.

Brave. The Dynamo has advantage on saving throws against being frightened.   Spellcasting. The Dynamo is a 7th-level spellcaster. Their spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). They have the following spells prepared:  
    Cantrips (at will): Thaumaturgy
    1/day each: Shatter, Stoneskin
  Actions
Multiattack. The Dynamo makes two attacks with any combination of its rapier or light crossbow.   Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 ( 1d8+3 ) piercing damage.   Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 8 ( 1d8+3 ) piercing damage. The Dynamo can reload the crossbow as a bonus action.   Dynamite (2/day). The Dynamo throws a stick of dynamite up to 60 feet. Each creature in a 15-foot radius must make a DC 14 Dexterity saving throw, taking 10 ( 3d6 ) fire damage and 10 ( 3d6 ) force damage on a failed save, or half as much on a success.
"Boom goes the dynamite!"

~ Tempo
Guild Leader
 
Description
Dynamos are official members of the Daring Dynamos, known for their expertise in demolition and their signature use of dynamite. Reckless yet skilled, they are wildcards on the battlefield, capable of turning any situation sideways with their quick thinking and explosive talents.

History
Since the guild’s inception, adventurers with a thirst for danger and excitement have sought to join the ranks. Trained in both combat and demolition, they are tougher than most adventurers, capable of shaking off injuries that would fell others. Their intent varies widely, dictated by either their personal nature or direct orders from the guild’s leadership.

Tactics
Dynamos favor explosives as their first line of defense, often using dynamite and spells like Shatter to collapse structures or disrupt footing. At range, they rely on crossbows to pick off foes, but when the enemy closes in, they fight wildly with rapiers, throwing caution to the wind. While they are not suicidal, a Dynamo will defend their guildmates with ferocity, retreating only when survival demands.


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