Darlingverse/Flicker/Statblock
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Flicker Statblock
Flicker is the Embodiment of Volatile Ingenuity, representing Darling's impulsive urge to create, experiment, and sometimes cause accidental explosions.
Core Stats & Proficiencies
- Gender: Male (He/Him)
- Race/Class: Gnome / Artificer (Artillerist)
- Armor Class (AC): 19 (Breastplate 14 + DEX2 + Forcefield (2+1))
- Hit Points (HP): 70 (10 hit dice)
- Speed: 25 ft.
- STR 8 (-1), DEX 14 (+2), CON 14 (+2), INT 20 (+5), WIS 12 (+1), CHA 10 (+0)
- Proficiency Bonus (PB): +4
- Racial Traits: Darkvision 60 ft. Gnome Cunning (Advantage on all INT, WIS, CHA saves against magic).
- Saving Throws: Constitution +7, Intelligence +9
- Skills: Investigation +9, Arcana +9, History +9, Perception +4
- Tool Expertise: Tinker's Tools, Thieves' Tools, Smith's Tools (+8 bonus).
- Extra Proficiency: Firearms
Combat & Tactical
- Weapon: Mouse D97 (Ranged Attack) (infused)
- Attack: +8 to hit, range 30/120 ft, reload (4 shots), one target
- Damage: 2d6 + 4 Piercing damage.
- Weapon: Dagger (Melee Attack)
- Attack: +6 to hit, Reach 5 ft., one target.
- Damage: 1d4 + 2 Piercing damage.
- Prepper (Passive): When rolling for initiative and not surprised or restrained, Flicker gains one One-Use Bonus Action.
- Prep Time (Action): Flicker gains two One-Use Bonus Actions.
- Repulsion Shield (Reaction): After taking damage, push enemy 15 feet (4 charges)
- Helm of Awareness: Advantage on initiative rolls. Can’t be surprised unless incapacitated.
Flicker's Dynamo
Automated backpack that can be activated as a mobile turret providing cannon shots, flame thrower or shielding
- Contains Handy Haversack with useful items (be creative)
- Activate/Rebuild (Action): - Duration 1h or until 0 hp. (1/Long Rest or use spell slot)
- Dynamo - Small, 18 AC, 50 HP, 30 ft walk/climb. Immune to poison and psychic. All saves/checks +0. Mending adds 2d6 hit points. Pick a type on activation.
- Bonus Action to activate (function + 15ft movement)
- Alter Type (Full-Round Action):
- Type 1 - Cannon: Ranged attack 120 ft (+9 to hit), 2d8 Force damage. If hit, the target is pushed up to 5 feet away.
- Type 2 - Flamethrower: 15-foot cone, DEX DC 17 save for 2d8 Fire damage (half on save).
- Type 3 - Shield Generator: Dynamo emits shielding to itself and creature of your choice within 10 feet. 1d8 + 5 Temp HP.
Spellcasting & Attack
- Spell Save DC: 17
- Spell Attack Modifier: +9
- Flicker's Bolter: When casting an offensive spell with Bolter as focus, add +1d8 damage.
- Artificer Slots: 5th (2), 4th (3), 3rd (3), 2nd (3), 1st (4).
- Cantrips (At Will): Mending, Fire Bolt, Guidance, Prestidigitation, Poison Spray.
- Prepared Spells:
- 1st Level (4): Catapult, Detect Magic, Faerie Fire, Shield, Expeditious Retreat, Thunderwave
- 2nd Level (3): Invisibility, Vortex Warp, Web, Scorching Ray, Shatter
- 3rd Level (2): Dispel Magic, Haste, Fireball, Wind Wall
Features
- Diet Infusions - Action to spark magic in mundane objects. Last indefinitely or until replaced. Up to 5.
- Bright light 5+5ft or 6 second message played when tapped (<10ft) or odor/nonverb-sound (<10ft) or static visual (picture, <26 words, lines/shapes, or a mix)
- Regular Infusions - After Long Rest infuse one item. See equipment.
- If you do have a long rest, feel free to replace it one infusion with any other.
- Magic Item Adept:
- Flicker can attune to up to four magic items at once.
- Flicker can craft a magic item with a rarity of common or uncommon in one hour if he has mundane materials for it. Using this ability raises his DC for Death Saves by 3 (cumulatively with any other changes). This goes down by 1 after every Long Rest.
Darlingverse Stabilization
Flicker's abilities focus on channeling chaos into useful energy, forcing physical order, and repairing broken mechanisms.
1. Minor Stabilization: Chaos-to-Order Circuit (Bonus Action or Reaction)
- Requirement: Flicker must be within 60 ft. of a source of aberrant energy or chaotic magic (e.g., an Aberration casting a spell, or Jinx's Wild Magic Surge).
- Effect: Flicker rapidly re-routes the unstable energy. As a Bonus Action or Reaction, he grants an ally within range 2d6 Temporary HP as the chaos is converted into a protective field. The aberrant or chaotic elements are dminished slightly (DM's discretion).
2. Major Stabilization: Reset the Prime Constant (Action & 1 Minute Concentration)
- Requirement: Flicker must expend a 3rd level spell slot or higher and lay out three different Tinker's Tools or Infused Items 5 ft apart from one another within a 30-foot radius center and stay within 60 feet from the center for the duration.
- Effect: Flicker locks the physical reality in place, temporarily freezing the rules of physics. The 30 feet area is considered difficult terrain for Aberrations and any Aberrations starting their turn within the area or enters the area has their movement speed reduced by 5 feet. Any Aberration that starts their turn or enters the 5 feet radius center of the area must succeed on a DC 17 Intelligence Saving Throw or have their Movement Speed reduced to 0 until the start of Flicker's next turn. If Flicker maintains concentration for a full minute, the ritual permanently repairs a significant physical flaw or structural instability in the area. Furthermore, all allies gain advantage of any checks against the Grappled, Restrained, and Petrified conditions for 1 hour as their form is made perfectly stable. If the ritual is interrupted before the full minute, any spell-like ability requires one additional lvl of spell slot (higher or one additional lvl 1 slot) to perform for the next hour.
Equipment
- Flicker's Dynamo (Flicker only) - Automated backpack that can be activated as a mobile turret providing cannon shots, flame thrower or shielding (see above).
- Dynamo's storage compartment works like a Handy Haversack and contains a variety of items (be creative! most items under 100g).
- Shield Bracelet (no attunement, but attunement on infusion) - When worn, a small metal disc levitates an inch above the bracelet. Unless working with two-handed equipment it can be controlled by the hand it is equipped on similar to a regular shield, except it flies around and protects against attacks. Infuseable.
- Flicker's Prickler (no attunement) - Artificier spell-casting focus. A Syringe in Flicker's belt that delivers a Cure Wounds as an action (Spell-Storing). 10 charges.
- Flicker's Bolter (Flicker only) - Artificier spell-casting focus. A handgun that can either shoot a 1d4+1 Magic Missile dart (like the spell but 1) or can be used to focus any offensive spell Flicker casts, adding 1d8 damage on that spell.
- Bag of Exploding Pellets (no attunement) - Produces one pellet that when thrown deals 1d4 bludgeoning damage, 1d4 force damage, 1d4 fire damage and 1d4 thunder damage to the target. 10 charges.
- Mouse D97 (not magical) - 2d6 piercing. Ammunition (range 50/150), reload (4 shots). A mechanical pistol Flicker made. 3 magazines in Dynamo.
- Infused Items
- Mouse D97 (no attunement) - (Enhanced Weapon) +2 att/dam
- Shield Bracelet (req attunement) - (Repulsion Shield) +1 & push 15 ft after hit (4 charges)
- Helm of Awareness (req attunement) - (Same) Advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.
- Goggles of Night (no attunement) - (Same) +60ft darkvision (120ft)
Play Notes
- In dangerous fights can be worth activating "Reset the Prime Constant" as you can still move and take actions
- Use Dynamo to shoot, flame or protect
- Use Bolter with offensive spell or Catapult + Exploding Pellet for extra damage
- Plethora of spells and effects
- Use Mouse if out of magical options