Breena Rivenstone

## Appearance

A darker brown skinned gnome with slightly frazzled locks tied back in a ponytail. She has piercing green eyes and generally wears a simple, green, cloth wrap slung across her chest. Leather breeches and taller leather boots. A two revolver's strapped to her hip and a rifle on her back.

## Background

As the, relative, youngest of the four voices of the elements - Breena is also the most spunky and full of energy. She grew up in the small village of **Ventus** in Chellearenth and rarely did she leave as a young gnome, preferring to spend her time tinkering with various machines and devices. Once she came to an age though she spent much of her time in study to become the future leader of the Air tribe. It wasn't until she did her pilgrimage around Atemnity that she built her first metallic companion in **Rigor** the clockwork dragon.

## General Stat Block

**Race**: Rock Gnome | Inheritor

**Class**: Artificer (Battle Smith) **Level**: 16

## HP / AC/ Initiative/ Passive Skills

 Inititaive
 P. Perception
 P. Investigation
 P. Insight

## Proficiencies

**Languages**: Common, Gnomish, Primordial, Atemnition, Chellarin

**Tools**: Alchemist's Supplies, Dragonchess Set, Jeweler's Tool's, Smith's Tools, Thieves' Tools, Tinker's Tools

## Features

**Magical Tinkering**: Imbue a Tiny nonmagical object with a magical property of your choice: 5ft. radius light, up to 6 second long recorded message, emits odor or nonverbal sound, static visual effect including up to 25 words of text. You can affect a maximum of 5 objects at a time.

**Infuse Item**: Whenever you finish a long rest, you can touch up to 5 nonmagical objects, imbuing each of them with one of your artificer infusions, turning it into a magic item. You can attune yourself to the item the instant you infuse it, or you can forgo attunement so that someone else can attune to the item.

**Available Infusions**:

* **Enhanced Defense (Studded leather +2)**
* *Mind Sharpener: While wearing this infused item, whenever the creature fails a CON saving throw to maintain concentration on a spell, it can use its reaction to succeed instead, expending 1 charge. 4 charges, regain 1d4 charges at dawn.*
* **Helm of Awareness: While wearing this helmet, a creature has advantage on initiative rolls and can't be surprised, provided it isn't incapacitated.**
* *Resistant Armor: Grants resistance of a chosen damage type to the creature wearing armor.*
* *Repulsion Shield: You gain a +1 bonus to your Armor Class while wielding this shield. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away.*
* *Spell-Refueling Ring: While wearing this ring, the creature can recover one expended spell slot of 3rd level or lower.*
* *Boots of the Winding Path: As a bonus action, you can teleport up to 15 feet, to an unoccupied space you can see. You must have occupied that space at some point during the current turn.*
* **Replicate Item: Bag of Holding**
* **Replicate Item: Winged Boots**
* **Replicate Item: Ring of Free Action**

**Steel Defender:** 87 HP, 17 AC

**Flash of Genius**: When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add **+5** to the roll. 5/long rest

/long rest

**Arcane Jolt**: Once per turn, when you hit a target with a magic weapon attack or your steel defender hits a target, you can choose to either deliver an extra **4d6** force damage, or restore **4d6** hit points to a creature or object within 30 feet of the target. 5/long rest

/long rest

**Spell-Storing Item**: You can store a 1st- or 2nd-level Artificer spell, that requires 1 action to cast, in a simple or martial weapon, or spellcasting focus. While holding the object, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier of **+5**. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it’s been used 10 times, or until you use this feature again to store a spell in an object.

/long rest

**Shrapshooter**

## Spells

Cantrips: Fire bolt, Guidance, Mage Hand, Mending

1st Level: [\_][\_][\_][\_] Cure Wounds, Faerie Fire, Feather Fall, Heroism, Identify, Sanctuary, Shield

2nd Level: [\_][\_][\_] Branding Smite, Heat Metal, Invisibility, Protection from Poison, Warding Bond

3rd Level: [\_][\_][\_] Aura of Vitality, Blink, Conjure Barrage, Elemental Weapon, Haste,

4th Level: [\_][\_] Aura of Purity, Fire Shield, Otiluke's Resilient Sphere

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