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Eleanore

Artificer 1 Class & Level
Sage (Alchemist) Background
Human Race
Chaotic Neutral Alignment

Strength 8
-1
Dexterity 14
+2
constitution 14
+2
intelligence 17
+3
wisdom 10
+0
charisma 12
+1
Total Hit Dice 8
Hit Die
1d8+2
+2 proficiency bonus
+0 Strength
+0 Dexterity
+2 Constitution
+2 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+0 Animal Handling
+7 Arcana
-1 Athletics
+1 Deception
+7 History
+0 Insight
+1 Intimidation
+5 Investigation
+2 Medicine
+5 Nature
+0 Perception
+1 Performance
+1 Persuasion
+5 Religion
+4 Sleight of Hands
+2 Stealth
+0 Survival
skills Medicine, Sleight of Hands proficiencies

 
14
Armor Class
10
Hit Points
+2
Initiative
30ft
Speed
light crossbow 1d20+2 1d8+2
daggers 1d20+2 1d4+2
Attacks
Light armor, medium armor, shields, Simple weapons, hand crossbows, fire arms, heavy crossbows, Thieves’ tools, tinker’s tools, Alchemist’s supplies, Medicine, Sleight of Hands

Languages: Common, Draconic, goblin, Orc, Elvish, Dwarven and Hand sign
Proficiences
8 + your proficiency bonus + your Intelligence modifier = 13
your proficiency bonus + your Intelligence modifier = 5
artificer spells equal to your Intelligence modifier + half your artificer level = 3
Spellcasting
- light crossbow (1d8, Loading, Range 80/320, Two-Handed) and 20 bolts
  • 2 daggers (1d4, finesse, light, range, trown 20/60)
  • studded leather armor (12 + dex)
  • thieve's tool ( small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers)

  • Equipment
    I’m used to helping out those who aren’t as smart as I am, and I patiently explain anything and everything to others.
    Personality Traits
    No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)
    Ideals
    I sold my soul for knowledge. I hope to do great deeds and win it back.
    Bonds
    Most people scream and run when they see a demon. I stop and take notes on its anatomy.
    Flaws

    Heroes Enabled

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

    The statblocks of your class features

    Artificer


    Hit Points

    Hit Dice: d8 per Artificer level
    Hit Points at first Level: 8 + your Constitution modifier
    Hit Points at Higher Levels: d8 (or 5) + your Constitution modifier per artificer level after 1st

    Proficiences

    Armor: Light armor, medium armor, shields
    Weapons: Simple weapons, hand crossbows, heavy crossbows
    Tools: Theives' 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

    Overview & Creation

    Masters of unlocking magic in everyday objects, artificers are supreme inventors. They see magic as a complex system waiting to be decoded and controlled. Artificers use tools to channel arcane power, crafting temporary and permanent magical objects.   You must have an Intelligence score of 13 or higher in order to multiclass in or out of this class.


    Class Features

    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. 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 nonmagical 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, or you can forgo attunement so that someone else can attune to the item. If you decide to attune to the item later, you must do so using the normal process for attunement.   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.

    Artificer Specialist

    At 3rd level, you choose the type of specialist you are: Your choice grants you features at 5th level and again at 9th and 15th level.

    The Right Tool for the Job

    At 3rd level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan'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 level, 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

    At 6th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.

    Flash of Genius

    At 7th level, you've gained 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 can now 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 lst- 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 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.
     
     


    Starting 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
    • (a) studded leather armor or (b) scale mail
    • thieves’ tools and a dungeoneer’s pack

     


    Spellcasting

    You have studied the workings of magic, how to channel it through objects, and how to awaken it within them. As a result, you have gained a limited ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders through various items.

    Tools Required

    You produce your artificer spell effects through your tools. You must have a spellcasting focus – specifically tinker’ tools or some kind of artisan’s tool – in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way.   After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.

    Cantrips (0-Level Spells)

    At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table. When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the Artificer Spell List.

    Preparing and Casting Spells

    The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, 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 artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent in tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

    Spellcasting Ability

    Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer 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 an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.


    Subclass Options

    Artificer: Alchemist

    Artificer: Armorer

    Artificer: Artillerist

    Artificer: Battle Master


     


    LevelProficiency BonusFeaturesInfusions KnownInfused ItemsCantrips Known1st2nd3rd4th5th
    1+2Magical Tinkering, Spellcasting--22----
    2+2Infuse Item4222----
    3+2Artificer Specialist, The Right Tool for the Job4223----
    4+2Ability Score Improvement4223----
    5+3Artificer Specialist feature42242---
    6+3Tool Expertise63242---
    7+3Flash of Genius63243---
    8+3Ability Scorre Improvement63243---
    9+4Artificer Specialist feature632432--
    10+4Magic Item Adept843432--
    11+4Spell-Storing Item843433--
    12+4Ability Score Improvement843433--
    13+5-8434331-
    14+5Magic Item Savant10544331-
    15+5Artificer Specialist feature10544332-
    16+5Ability Score Improvement10544332-
    17+6-105443331
    18+6Magic Item Master126443331
    19+6Ability Score Improvement126443332
    20+6Soul of Artifice126443332

    Linguist

    You have studied languages and codes, gaining the following benefits:

    • Increase your Intelligence score by 1, to a maximum of 20.
    • You learn three languages of your choice.
    • You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.

    Sage

    You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.

    Skill Proficiencies Arcana, History
    Languages Two of your choice
    Equipment A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a pouch containing 10 gp

    Features

    Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

    Suggested Characteristics

    Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly—sometimes in its own right, sometimes as a means toward other ideals.

    Traits

    d8Personality Trait
    1I use polysyllabic words that convey the impression of great erudition.
    2I’ve read every book in the world’s greatest libraries—or I like to boast that I have.
    3I’m used to helping out those who aren’t as smart as I am, and I patiently explain anything and everything to others.
    4There’s nothing I like more than a good mystery.
    5I’m willing to listen to every side of an argument before I make my own judgment.
    6I … speak … slowly … when talking … to idiots, … which … almost … everyone … is … compared … to me.
    7I am horribly, horribly awkward in social situations.
    8I’m convinced that people are always trying to steal my secrets.

    Ideal

    d6Ideal
    1Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
    2Beauty. What is beautiful points us beyond itself toward what is true. (Good)
    3Logic. Emotions must not cloud our logical thinking. (Lawful)
    4No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)
    5Power. Knowledge is the path to power and domination. (Evil)
    6Self-Improvement. The goal of a life of study is the betterment of oneself. (Any)

    Bond

    d6Bond
    1It is my duty to protect my students.
    2I have an ancient text that holds terrible secrets that must not fall into the wrong hands.
    3I work to preserve a library, university, scriptorium, or monastery.
    4My life’s work is a series of tomes related to a specific field of lore.
    5I’ve been searching my whole life for the answer to a certain question.
    6I sold my soul for knowledge. I hope to do great deeds and win it back.

    Flaw

    d6Flaw
    1I am easily distracted by the promise of information.
    2Most people scream and run when they see a demon. I stop and take notes on its anatomy.
    3Unlocking an ancient mystery is worth the price of a civilization.
    4I overlook obvious solutions in favor of complicated ones.
    5I speak without really thinking through my words, invariably insulting others.
    6I can’t keep a secret to save my life, or anyone else’s.

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Human

    Ability Score Increase +1 to any two ability scores
    Size Medium
    Speed 30 ft.

    Skills. You gain proficiency in one skill of your choice.   Feat. You gain one feat of your choice.     Alternate Features:   Child of the Wild. You have proficiency in the Nature skill and you gain proficiency with the herbalism kit. (replaces Skills)   Courageous. You have advantage on saving throws against being frightened. (replaces Skills)   Desert Native. You are proficient in the Survival skill. Additionally, you have advantage on Survival checks made in deserts and on saving throws against extreme heat. (replaces Feat)   Fleet of Foot. Your base walking speed increases to 40 feet. (replaces Skills)   Master of the Sea. You gain proficiency with vehicles (water). You have a swimming speed of 30 feet. (replaces Feat)   Mountaineer. You ignore difficult terrain when moving through rocky terrain. Additionally, whenever you make a Strength (Athletics) check to climb rocks, you are considered proficient in the Athletics skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. (replaces Feat)   Natural Resistances. You have advantage on saving throws against poisons and diseases. (replaces Feat)   Natural Trader. You have proficiency in the Deception and Persuasion skills. Additionally, you have advantage on Charisma (Persuasion) checks when negotiating prices with others that aren't hostile toward you. (replaces Feat)   Persistent. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. (replaces Feat)   Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag or lift. (replaces Skills)   Snowfolk. You have proficiency in the Survival skill. You have proficiency with battleaxes, great axes, longswords and greatswords. (replaces Skills)   Stoneworker. You gain proficiency with the artisan's tools of your choice: smith's tools or mason's tools. You have proficiency with the light hammer and warhammer. (replaces Skills)   Versatile. Your other four ability scores each increase by 1. (replaces Skills and Feat)   Winter Fortitude. You are proficient in the Survival skill. Additionally, you have advantage on Survival checks made in mountains and on saving throws against extreme cold. (replaces Feat)

    Languages. Common

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    Poison Spray

    0-level (Cantrip) Conjuration

    Casting Time 1 Action
    Range 10ft
    Duration Instantaneous
    Components V, S

    You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
    At higher levels: This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

    Class(es): Druid, Sorcerer, Warlock, Wizard, Cleric (Nature Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Acid Splash

    0-level (Cantrip) Conjuration

    Casting Time 1 Action
    Range 60ft
    Duration Instantaneous
    Components V, S

    You hurl a bubble of acid. Choose one target you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
    At higher levels: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

    Class(es): Sorcerer, Wizard

    Level 1 Spells

    False Life

    1-level Necromancy

    Casting Time 1 Action
    Range Self
    Duration 1 Hour
    Components V, S, M
    Materials A small amount of alcohol or distilled spirits

    Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

    Class(es): Artificer, Sorcerer, Wizard, Cleric (Death Domain), Cleric (Grave Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Raven Queen), Warlock (The Undying)

    Cure Wounds

    1-level Evocation

    Casting Time 1 Action
    Range Touch
    Duration Instantaneous
    Components V, S

    A creature you touch regains a number of hit points equal to 1d8 + 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 1d8 for each slot level above 1st.

    Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)

    Grease

    1-level Conjuration

    Casting Time 1 Action
    Range 60ft
    Duration 1 Minute
    Components V, S, M
    Materials A bit of pork rind or butter

    Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.   When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

    Class(es): Artificer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

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


    Created by

    GLeonidas.

    Statblock Type

    Character Sheet (Legacy)

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