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Priscilla Tahir

Artifcer 10 Class & Level
Folk Hero Background
Tabaxi Race
NG Alignment

Strength 10
+0
Dexterity 16
+3
constitution 12
+1
intelligence 18
+4
wisdom 10
+0
charisma 12
+1
Total Hit Dice 10
Hit Die
1d8+1
+4 proficiency bonus
+0 Strength
+3 Dexterity
+5 Constitution
+8 Intelligence
+0 Wisdom
+1 Charisma
saving throws
+3 Acrobatics
+4 Animal Handling
+8 Arcana
+0 Athletics
+1 Deception
+4 History
+0 Insight
+1 Intimidation
+4 Investigation
+0 Medicine
+4 Nature
+0 Perception
+1 Performance
+1 Persuasion
+3 Religion
+6 Sleight of Hands
+6 Stealth
+0 Survival
skills Skills: Perception, Stealth, Arcana, Sleight of Hand, Animal Handling, Survival   Weapons: Firearms, Simple   Armor: Shields, Light Armor, Medium Armor   Tools: Tinker's Tools, Cook's Supplies, Thief's Tools, Smith’s tools, Land Vehicles   Language: Common, Celestial proficiencies

 
15
Armor Class
82
Hit Points
+3
Initiative
40
Speed
Claws 1d20+6 1d4+3
Attacks
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Preparing and Casting Spells
The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.

Spellcasting
Adamantium Exo Skeleton
Cloak of Protection (No Attunement, +1 to saves and AC
Equipment
Racial:
Darkvision:
You have a cat’s keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Cat's Claws:
-Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength/Dex modifier, instead of the bludgeoning damage normal for an unarmed strike.

Feline Agility:
Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
Feats:

Spell Slinger:
Can cast spells that cost a Action as a Bonus Action.

Double Swipe:
You train extensively with your claws. They count as light finesse weapons. You can use them for two-weapon fighting as one attack action.
If you are using your claws while holding nothing in either hand, both sets of claws add your Dexterity or Strength modifier for damage.

Lucky:
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Gutted Artifcer

As an artificer, you gain the following class features. Hit Points Hit Dice: 1d8 per artificer level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st   Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons Tools: Thieves' tools, tinker's tools, one type of artisan's tools of your choice Saving Throws: Constitution, Intelligence Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand   Equipment You start with the following equipment, in addition to the equipment granted by your background:   any two simple weapons a light crossbow and 20 bolts your choice of studded leather armor or scale mail thieves’ tools and a dungeoneer’s pack

Features

Magical Tinkering: At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have tinker’s tools or other artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:   The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long. The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away. A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like. The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.   You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.   Infuse Item: At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.   Infusions Known: When you gain this feature, pick four artificer infusions to learn, choosing from the “Artificer Infusions” section at the end of the class’s description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.   Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.   Infusing an Item: Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in chapter 7 of the Dungeon Master’s Guide).   Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.   You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.   The Right Tool for the Job: At 3rd level, you learn how to produce exactly the tool you need: with tinker’s tools in hand, you can magically create one set of artisan’s tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.   Ability Score Improvement: When you reach 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Tool Expertise: Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.   Flash of Genius: Starting at 7th level, you gain the ability to come up with solutions under pressure. 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 your Intelligence modifier to the roll.   You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.   Magic Item Adept: When you reach 10th level, you achieve a profound understanding of how to use and make magic items:   You can attune to up to four magic items at once. If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.   Spell-Storing Item: At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn’t have it prepared).   While holding the object, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it’s been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.   Magic Item Savant: At 14th level, your skill with magic items deepens more:   You can attune to up to five magic items at once. You ignore all class, race, spell, and level requirements on attuning to or using a magic item. Magic Item Master Starting at 18th level, you can attune to up to six magic items at once.   Soul of Artifice: At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:   You gain a +1 bonus to all saving throws per magic item you are currently attuned to. If you’re reduced to 0 hit points but not killed out-right, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0. Artificer Infusions Artificers have invented numerous magical infusions, extraordinary processes that rapidly create magic items. To many, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete.   The description of each of the following infusions details the type of item that can receive it, along with whether the resulting magic item requires attunement.   Some infusions specify a minimum artificer level. You can’t learn such an infusion until you are at least that level.   Unless an infusion’s description says otherwise, you can’t learn an infusion more than once.

Suggested Characteristics

Infusions: Boots of the Winding Path Prerequisite: 6th-level artificer Item: A pair of boots (requires attunement)   While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.   Enhanced Arcane Focus Item: A rod, staff, or wand (requires attunement)   While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.   The bonus increases to +2 when you reach 10th level in this class.   Enhanced Defense Item: A suit of armor or a shield   A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.   The bonus increases to +2 when you reach 10th level in this class.   Enhanced Weapon Item: A simple or martial weapon   This magic weapon grants a +1 bonus to attack and damage rolls made with it.   The bonus increases to +2 when you reach 10th level in this class.   Homunculus Servant Prerequisite: 6th-level artificer Item: A gem worth at least 100 gp or a dragonshard   You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature’s heart, around which the creature’s body instantly forms.   You determine the homunculus’s appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.   The homunculus is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Homunculus Servant stat block.   In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide, or Search action.   The homunculus regains 2d6 hit points if the mending spell is cast on it. If it dies, it vanishes, leaving its heart in its space.   Radiant Weapon Prerequisite: 6th-level artificer Item: A simple or martial weapon (requires attunement)   This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.   The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.   Repeating Shot Item: A simple or martial weapon with the ammunition property (requires attunement)   This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a ranged attack, and it ignores the loading property if it has it.   If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.   Replicate Magic Item Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables below. A table’s title tells you the level you must be in the class to choose an item from the table.   In the tables, an item’s entry tells you whether the item requires attunement. See the item’s description in the Dungeon Master’s Guide for more information about it, including the type of object required for its making.   If you have Xanathar’s Guide to Everything, you can choose from among the common magic items in that book when you pick a magic item you can replicate with this infusion.   Repulsion Shield Prerequisite: 6th-level artificer Item: A shield (requires attunement)   A creature gains a +1 bonus to Armor Class while wielding this shield.   The shield has 4 charges. 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. The shield regains 1d4 expended charges daily at dawn.   Resistant Armor Prerequisite: 6th-level artificer Item: A suit of armor (requires attunement)   While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.   Returning Weapon Item: A simple or martial weapon with the thrown property   This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Spell List for Priscilla

Cantrips:

  • Dancing Lights
  • Mage Hand
  • Mending
  • Mind Sliver
  • Prestidigitation
  • Level 1:
  • Shield
  • Chromatic Orb
  • Absorb Elements
  • Level 2:
  • Dragon's Breath
  • Misty Step
  • Level 3:
  • Counter-spell
  • Galder’s Tower
  • Haste
  • Fireball
  • Level 4:
  • Ploy-morph
  • Level 5:
  • Geas
  • Creation
  • Level 6:   Level 7:   Level 8:   Level 9:

    Statblocks for your Trinkets, businesses, building, castles, empires.


    Created by

    MoodFluff.

    Statblock Type

    Character Sheet (Legacy)

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