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Feydir

Medium Wood Elf Artificer Thief , Chaotic Neutral

Armor Class 16
Hit Points 38
Speed 35ft Swim: 17ft Climb: 17ft

STR
9 -1
DEX
18 +4
CON
14 +2
INT
18 +4
WIS
16 +3
CHA
10 0

Saving Throws Intelligence, Constitution
Skills RACIAL: Wood Elf   Keen Senses. You have proficiency in the Perception skill.   Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.   BACKGROUND: Failed Merchant   Skills. After spending time with more unscrupulous moneylenders and "investors" than you care to count, you've gained proficiency in Persuasion and Insight.   Tools. Your family's failed business was a jewelers. As such, you are proficient with Jeweler's Tools.   CLASS: Artificer   Armor. You are proficient in Light Armors, Medium Armors, and Shields.   Weapons. You are proficient with simple weapons and firearms.   Tools. You are proficient with the following artisan tools and trades gear thanks to endless hours of perfecting your magical devices: Thieves' Tools, Tinker's Tools, Smith's Tools, and Woodcarver's Tools.   Skills. You are proficient in the Arcana and Sleight of Hand skills.
Senses Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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.
Languages Common, Elvish, Orcish, Thieves Cant


Ideals

Everyone's just playing the cards luck dealt. May as well play dirty if it means playing smart.

Bonds

Jax makes my life make sense. I'll even deal with their stupid cat. Without them I'm completely adrift.

Flaws

I'll do what I want, when I want. If I'm playing along, it's because I see a chance to better my own interests.


Cantrips (at will): Mending and Firebolt. 1st Level (4 slots): Shield, Thunderwave, False Life, Featherfall, Expeditious Retreat 2nd Level (2 slots): Heat Metal, Shatter, Levitate, Web


Eldritch Cannon

The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action. When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
Cannon Activation
Flamethrower The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Force Ballista Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
Protector The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).

Infusions

  Infusions Known Enhanced Arcane Focus Prerequisite: 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 Prerequisite: 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.   Replicate Magic Item (Cap of Water Breathing) Prerequisite: a hat of some sort. 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. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.   Replicate Magic Item (Illuminator's Tattoo)


Actions

Multiattack. The artillerist uses its Eldritch Cannon and casts a spell with a casting time of one action.   Eldritch Cannon. The artillerist's handheld cannon makes a ranged spell attack (+7), originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.   Fire Bolt (Cantrip). Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 5 (1d10) fire damage.


 

Created by

Exidor the Loud.

Statblock Type

NPC

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