Remove these ads. Join the Worldbuilders Guild

Needle

Artificer 6 Class & Level
Independent Artisan Background
Hobgoblin Race
LN Alignment

Strength 10
+0
Dexterity 10
+0
constitution 20
+5
intelligence 20
+5
wisdom 13
+1
charisma 11
+0
Total Hit Dice 6
Hit Die
1d8+5
+3 proficiency bonus
+0 Strength
+0 Dexterity
+8 Constitution
+8 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+0 Acrobatics
+1 Animal Handling
+8 Arcana
+0 Athletics
+3 Deception
+5 History
+1 Insight
+0 Intimidation
+8 Investigation
+4 Medicine
+5 Nature
+1 Perception
+3 Performance
+0 Persuasion
+5 Religion
+0 Sleight of Hands
+0 Stealth
+1 Survival
skills Arcana, Deception, Investigation, Medicine, Performance, ARMOR   Heavy Armor, Light Armor, Medium Armor, Shields   WEAPONS   Firearms, Net, Simple Weapons, Whip   TOOLS   Disguise Kit, Leatherworker's Tools, Smith's Tools, Thieves' Tools, Tinker's Tools, Weaver's Tools   LANGUAGES   Common, Dwarvish, Goblin, Telepathy proficiencies

 
17
Armor Class
63
Hit Points
+0
Initiative
35
Speed
Attacks
ARMOR

Heavy Armor, Light Armor, Medium Armor, Shields

WEAPONS

Firearms, Net, Simple Weapons, Whip

TOOLS

Disguise Kit, Leatherworker's Tools, Smith's Tools, Thieves' Tools, Tinker's Tools, Weaver's Tools

LANGUAGES

Common, Dwarvish, Goblin, Telepathy
Proficiences
+5 MODIFIER
+9 SPELL ATTACK
16 SAVE DC
Spellcasting
Needle of Mending
Vicious Net
Bag of Holding
Wand of Entangle
Amber
Infusion: Homunculus Servant
--
Backpack
Bedroll
Chain Shirt
Medium ArmorChain Shirt
Infusion: Enhanced Defense, AC 14
--
Ersatz Eye
Healer's Kit
Mess Kit
Rations (1 day)
Rod
Infusion: Enhanced Arcane Focus, Utility
--
Rope, Hempen (50 feet)
Shield
Infusion: Repulsion Shield, 4/4 Charges, +3 AC
--
Spellbook
Tinderbox
Torch
Wand Sheath*
Infusion: Replicate Magic Item, Utility, Wand of Entangle slotted
--
Waterskin

Equipment
I’m absent-minded and terrible with names. I’d rather ponder puzzles than worry about ever-day life
Once I’m invested in a course of action, I never give up.
I’m rude to people who lack my commitment to hard work and fair play.
I like to talk at length about my profession.
Personality Traits
Responsibility. I have a duty to preserve life, no matter my personal feelings towards the patient. (Lawful)
Independence. I must prove that I can handle treating patients on my own without the help of my teacher. (Chaotic).
Aspiration. I work hard to be the best there is at my craft. (Any)
Ideals
Responsibility. I have a duty to preserve life, no matter my personal feelings towards the patient. (Lawful)
Independence. I must prove that I can handle treating patients on my own without the help of my teacher. (Chaotic).
Aspiration. I work hard to be the best there is at my craft. (Any)
Bonds
I am quick to take extreme measures; better safe than sorry.
It’s impossible for me to trust people without verifying the facts for myself.
I would kill to acquire a noble title.
I’ll do anything to get my hands on something rare or priceless.
Flaws
rtificer Features
Hit PointsERftLW, pg. 54
ProficienciesERftLW, pg. 54
Investigation
Arcana
Leatherworker's Tools
Magical TinkeringERftLW, pg. 55
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.

Magical Tinkering: 1 Action
Uses:
/
Special
SpellcastingERftLW, pg. 55
You can cast prepared artificer spells using INT as your spellcasting modifier (Spell DC 16, Spell Attack +8) and prepared artificer spells as rituals if they have the ritual tag. You must have a spellcasting focus — specifically thieves’ tools or some kind of artisan’s tool — in hand when you cast any spell with this feature.

Infuse Item3 infused itemsERftLW, pg. 57
Whenever you finish a long rest, you can touch up to 3 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.

Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after 5 days. The infusion also vanishes if you give up your knowledge of the infusion or you exceed your maximum number of infusions.

Infuse Item: (No Action)
Uses:
/
Special
Artificer InfusionsERftLW, pg. 57
You have invented numerous magical infusions that rapidly create magic items. Each infusion tells you the type of item that can receive it and if the resulting magic item requires attunement.

Some infusions specify a minimum artificer level, and unless an infusion’s description says otherwise, you can’t learn it more than once.

Artificer SpecialistERftLW, pg. 58
The type of specialist are:

Armorer (UA)
The Right Tool for the JobERftLW, pg. 57
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.

The Right Tool for the Job: (No Action)
Tools of the TradeUA
You gain proficiency with heavy armor. You also gain proficiency with smith’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Armorer SpellsUA
You always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table.

Power ArmorUA
Your metallurgical pursuits have led to you making armor a conduit for your artificer magic. As an action, you can turn a suit of heavy armor you are wearing into power armor, provided you have smith’s tools in hand.

Power Armor - Create Armor: 1 Action
Armor ModelUA
You can customize your power armor. When you do so, choose one of the following armor models: guardian or infiltrator.

The model you choose gives you special benefits while you wear it. Each model includes a special weapon. When you attack with that weapon, you can use your Intelligence modifier for the attack and damage rolls. You can change your power armor’s model whenever you finish a short or long rest, provided you have smith’s tools in hand.

Infiltrator
Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.

Powered Steps. Your walking speed increases by 5 feet.

Second Skin. If the armor normally imposes disadvantage on Dexterity (Stealth) checks, the power armor doesn’t.

Lightning Launcher: 1 Action
Ability Score ImprovementERftLW, pg. 57
Feat
Wild Talent (Intelligence) (UA)
Extra AttackUA
You can attack twice, rather than once, whenever you take the Attack action on your turn.

Extra Attack: (No Action)
Tool ExpertiseERftLW, pg. 57
Your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

Tool Expertise: (No Action)
RACIAL TRAITS
DarkvisionVGtM
You can see in darkness (shades of gray) up to 60 ft.

Martial TrainingVGtM
You are proficient with two martial weapons of your choice and with light armor.

Whip
Net
Saving FaceVGtM
Once per short rest, if you miss with an attack or fail an ability check or saving throw, you can gain a bonus equal to the number of allies you can see within 30 ft. (max +5).

Saving Face: (No Action)
/
Short Rest
FEATS
Manage Feats
War CasterPHB, pg. 170
You have advantage on CON saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. You can use your reaction to make an opportunity attack to cast a spell that has a casting time of 1 action and targets only that creature.

War Caster: 1 Reaction
Telepathic (archived)_APT
You can communicate telepathically with any creature you can see within 30 feet of you. If it understands at least one language, it can respond to you telepathically.

Deception
Wild Talent (Intelligence) (UA)UA
Your Psionic Talent die is a d6. [5th] d8 [11th] d10 [17th] d12

You can use your Psionic Talent die in the following ways:

Psi-Boosted Ability. When you make an Intelligence ability check and before you know whether the check succeeded or failed, you can roll your Psionic Talent die and add the number rolled to the check.

Psi-Guided Strike. Once on each of your turns when you hit with an Intelligence attack roll, you can roll your Psionic Talent die after you make the damage roll and replace one of the damage dice with the number rolled.

Psi Replenishment. As a bonus action you can restore your Psionic Talent die to its starting size. You then can’t use Psi Replenishment again until you finish a long rest.

Wild Talent - Psi-Boosted Ability: (No Action)
Wild Talent - Psi-Guided Strike: (No Action)
Wild Talent - Psi Replenishment: 1 Bonus Action
/
Long Rest
Features & Traits

Heroes Enabled

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

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

Stacythekid.

Statblock Type

Character Sheet (Legacy)

Link/Embed