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BOB - The Juggernaut Artificer

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A1 mini
X1E
H2D Pro
X1 Carbon
A1
P1S
H2S
X2D
X1
H2C
P2S
P1P
H2D
A2L

0.08mm layer, 3 walls, 10% infill
0.08mm layer, 3 walls, 10% infill
Designer
2.4 h
1 plate
5.0(1)

Open in Bambu Studio
Boost
36
133
4
1
39
21
Released 

Description

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🤖 BOB – The Assault Unit

Artificer Armorer (Level 3)

  • Armor Class (AC) 20: Bob is a wall. Between his heavy armor, shield, and warforged enhancements, hitting him is a desperate endeavor for almost any monster
  • Thunder Fists: He doesn't use weapons, he uses his hands. He attacks with a **+5** bonus and deals **1d8 + 3** thunder damage
  • Integrated Taunt: When Bob punches someone, that enemy has **Disadvantage** if they try to attack your friends. They have to deal with Bob, end of story
  • Energy Shield: As a bonus action, Bob activates a force field that grants him **3 temporary Hit Points**. He can do this multiple times a day to stay on his feet when others fall
  • Emergency Reaction: If someone miraculously manages to roll high, Bob casts the **Shield** spell and his AC shoots up to **25** for one round. He practically glitches the game
  • Magical Maintenance: Bob has infused his shield to make it magical (**+1 to AC**) and has an internal system that allows him to never lose concentration on his spells
  • Steel Body: Bob doesn't eat, sleep, or breathe. He can stay at the bottom of the ocean or in a cloud of poisonous gas without flinching
  • Tireless Sentinel: When the group sleeps, Bob stays on. He doesn't rest, he watches, and that's it.

TECHNICAL SHEET:

GENERAL DATA

  • Name: BOB
  • Race: Warforged
  • Class: Artificer Armorer 3
  • Armor Model: Guardian
  • Proficiency: +2

ATTRIBUTES AND MODIFIERS

  • Strength: 10 (+0)
  • Dexterity: 10 (+0)
  • Constitution: 16 (+3)
  • Intelligence: 17 (+3)
  • Wisdom: 12 (+1)
  • Charisma: 8 (-1)

DEFENSIVE STATISTICS

  • Armor Class (AC): 20 (Chain Mail 16 + Shield 2 + Warforged Bonus 1 + Infusion 1)
  • Hit Points (HP): 24
  • Saving Throws: Constitution (+5) and Intelligence (+5)
  • Resistances: Advantage on saves against Poison and Resistance to Poison damage
  • Immunities: Diseases, Magical Sleep, Suffocation (doesn't breathe)

OFFENSIVE SYSTEMS

  • Thunder Fists: +5 to hit (Intelligence-based)
  • Damage: 1d8 + 3 Thunder damage
  • Debuff Effect: A hit enemy has **Disadvantage** on attack rolls against anyone but you (until your next turn)

ACTIONS AND SPECIAL POWERS

  • Defensive Field (Bonus Action): Gain **3 temporary Hit Points**. Can be used 2 times per long rest
  • Shield Spell (Reaction): Increases your AC by +5 (Total **25**) until the start of your next turn
  • Booming Blade (Cantrip): Added to punch; if the enemy moves after the hit, they take **1d8** extra thunder damage
  • Mind Sharpener (Infusion): When you fail a concentration check, you can choose to succeed automatically (4 charges per day)

RACIAL TRAITS AND ABILITIES

  • Sentry's Rest: You never sleep; you remain conscious and vigilant during long rests
  • Integrated Protection: Permanent **+1 bonus to AC** (already included)
  • Tools: Proficiency with Smith's Tools, Thieves' Tools, and one type of artisan's tools of your choice

I look forward to seeing your printed (and painted) results!!!!

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