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Albert Smith

Artificer 4 Class & Level
MechE Background
Human Race
Lawful neutral Alignment

Strength 13
+1
Dexterity 15
+2
constitution 13
+1
intelligence 18
+4
wisdom 14
+2
charisma 10
+0
Total Hit Dice 4
Hit Die
1d8+1
+2 proficiency bonus
+3 Strength
+4 Dexterity
+5 Constitution
+8 Intelligence
+4 Wisdom
+2 Charisma
saving throws
+2 Acrobatics
+2 Animal Handling
+4 Arcana
+1 Athletics
+0 Deception
+4 History
+3 Insight
+0 Intimidation
+6 Investigation
+2 Medicine
+4 Nature
+4 Perception
+0 Performance
+0 Persuasion
+4 Religion
+2 Sleight of Hands
+2 Stealth
+2 Survival
skills Light and medium armor Shields Simple weapons, hand crossbows, heavy crossbows Thieves' tools, tinker's tools, alchemists' tools CON/INT saving throws Investigation, perception Common, Dwarvish proficiencies

 
21
Armor Class
27
Hit Points
+2
Initiative
30
Speed
WeaponAttackDamageNotes
Light Crossbow1d20 + 41d8 piercing+2range 80/320
Dagger1d20 + 41d4 piercing + 2 (light (can dual-wield with bonus action), finesse (use DEX or STR), can be thrown at range 20/60)
Dagger (dual-wield bonus attack)1d20 + 41d4 piercing
Attacks
Light and medium armor
Shields
Simple weapons, hand crossbows, heavy crossbows
Thieves' tools, tinker's tools, alchemists' tools
CON/INT saving throws
Investigation, perception
Common, Dwarvish
Proficiences
Cantrips:
Fire bolt (1 action, range 120 feet, instantaneous): Ranged spell attack (1d20 + 6), does 1d10 fire damage on hit
Poison Spray (1 action, range 10 feet, instantaneous): CON save (14) or 1d12 poison damage on hit

Level 1:
Cure wounds (1 action, touch, heal 1d8 + 4)
Purify food and drink (can be cast as a ritual, taking 10 minutes but no spell slot)
Catapult: Launch something weighing 1-5 lbs. 90 ft. in a line. If it would hit a creature, creature can make a DEX save (14) to dodge. If it hits something, it stops and it and the target take 3d8 bludgeoning damage
Absorb elements: Spend a reaction (when hit with acid, cold, fire, lightning, or thunder damage). Gain resistance to that type until start of next turn; next melee attack on next turn does an extra 1d6 damage of that type
Alarm (1 minute, castable as ritual which doesn't take a spell slot but takes 11 minutes): Choose a door, window, or area (<= 20 ft cube), any >= tiny creature touching/entering the area triggers either a mental ping or an audible (for 60 ft) alarm. Can choose creatures that don't trigger the alarm.
Free level 1:
Healing Word: BONUS action; a creature I can see within 60 feet heals 1d4 + 4
Ray of Sickness: (1 action, range 60 feet, instantaneous): Ranged spell attack (1d20+6). On hit, 2d8 poison damage and makes a CON save (DC 14 if save fails, they're also poisoned until my next turn (disadvantage on attack rolls and ability checks)
Spellcasting
Things I Have:
Light crossbow, 20 bolts (range: 80/320, loading, two-handed)
Scale mail (AC: 14 + (DEX up to +2) = 16 )
Shield: 2 ft circle lid (tin, lined with duct tape), infused for an extra +1 AC (+3 AC total)
Tinkerer's tools, alchemists' tools
Ring+cloak of protection: +2 AC, +2 on all saves
Equipment
MechE, senior year (well, graduated now, so ignore most of this)
Used to play ultimate frisbee, with decreasing frequency over the past few years as classes got harder
Makes fun of "nerds" for spending all their time playing DnD and studying, not realizing he's fallen into that mold
Distrusts goblins. And sentient-looking statues
Personality Traits
Believes knowledge should be applied to practical problems
Ideals
Wants to live up to parents' expectations
Bonds
Often misses big picture due to being distracted by small details
Flaws

Heroes Enabled

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

[block: Things I Have: Light crossbow]

Block

The blockiest of blocks


LevelXP
10
[block: two-handed) Scale mail (AC: 14 + (DEX up to +2)]
[block: disadvantage on stealth) Makeshift shield: 2 ft circle lid (tin) (+3 AC after enhance) Dagger (kitchen knife)   Bag: Computer Scrolls "Beginner Spells for Beginner Wizards" Tinkerer's tools]

The statblocks of your class features

[block: Infuse Item After a long rest]
[block: can infuse items to make them magical. At most one infusion per item; at most one item per infusion Max # infusions active: 2 Max # infusions known: 4 Infusions known:
  • Enhanced Arcane Focus (+1 to spell attack rolls]
  • [block: requires attunement)
  • Enhanced Defense (+1 AC; armor or shield)
  • Enhanced Weapon (+1 to damage and attack rolls; simple or martial weapon)
  • Returning Weapon (+1 to damage and attack rolls; simple or martial weapon with "thrown" property)
  • Experimental Elixir After a long rest]
    [block: when drunk): 1. Heal for 2d4 + my INT mod (= 2d4 + 3) 2. Walking speed increase by 10 ft for 1 hr 3. +1 AC for 10 minutes 4. Roll a d4]
    [block: add that to all attack rolls and saving throws for the next minute 5. Gain flying speed of 10 ft for 10 minutes 6. Transform as if by Alter Self (change appearance]
    [block: or natural weapons) for 10 minutes   The Right Tool for the Job Can create one set of artificer's tools. Requires 1 hour (can be during a rest) and tinker's tools. The artificer's tools vanish when I use this again.   Magical Tinkering Action: Touch an object]
    [block: make it do one of:
  • Glow for 5/10 feet
  • Emit a recorded sound]
  • [block: or odor for 10 feet
  • Show a visual (picture]
  • [block: or shapes) Lasts indefinitely]
    [block: the oldest expire   Spellcasting: Requires tinker's or artisan's tools]
    [block: or an infused item (see level 2) # spells known = INT mod + floor(level/2)]

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Human

    Ability Score Increase +1 Wis, +1 Str +1 Con +1 Cha +1 Int +1 Dex
    Size Medium
    Speed 30ft

    Languages. Common, +1 Extra language.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    PHB: P. 230

    Cure Wounds

    1-level Evocation

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S
    Duration: Instantaneous

    A creature you touch regains a number of hit points equal to 1*D8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1*D8 for each slot level above 1st.
    Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

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


    Created by

    David314.

    Statblock Type

    Character Sheet (Legacy)

    Link/Embed