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Talesin 7th

Medium Hill Dwarf, Artificer Artillerist, Guild Artisan, Neutral Good

Armor Class 19 (Half-Plate & Shield)
Hit Points 54 (7d8+14)
Speed: 25 ft

STR

11
( +0 )

DEX

14
( +2 )

CON

14
( +2 )

INT

19
( +4 )

WIS

12
( +1 )

CHA

10
( +0 )

Saving Throws Con +5, Int +7
Skills Arcana +7, History +7, Insight +4, Persuasion +3, mason's tools, tinker's tools, woodcarver's tools
Senses Darkvision 60ft.
Languages You can speak, read, and write Common, Celestial and Dwarvish.
Challenge Rating 7
Proficiency Bonus +3

Spellcasting. You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions. You produce your artificer spell effects through your tools. 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 Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. You can also use any item bearing one of your infusions as a spellcasting focus. 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 7 artificer spells. 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 artificer spells requires time spent 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 = 15   Spell attack modifier = your proficiency bonus + your Intelligence modifier = +7   Ritual Casting. You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.   Cantrips. Fire Bolt, Mending   1st Level (4). Shield, Thunderwave   2nd Level (3). Scorching Ray, Shatter


Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.   Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.   Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.   Dwarven Toughness. Your hit point maximum increases by 1 every time you gain a level.   Magical Tinkering. You've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or 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. If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.   Infuse Item. You've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items. 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. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide). Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after 4 days. The infusion also vanishes if you replace your knowledge of the infusion.   You can infuse up to 3 nonmagical objects at the end of a long rest. 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 ends, and then the new infusion applies. If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.   The Right Tool for the Job. 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.   Eldritch Cannon. You've learned how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand. Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one cannon at a time and can't create one while your cannon is present. The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and 30 hit points. It is immune to poison damage and psychic damage. 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.
  • 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 1d8+4 temporary hit points.
  Arcane Firearm. You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely. You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.   Tool Expertise. Your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.   Known Infusion.   Enhanced Arcane Focus. Item: A rod, staff or wand (requires attunement) While holding this item, a creature gains +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.   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.   Mind Sharpener. Item: A suit of armor or robes The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to succeed instead. The item regains 1d4 expended charges daily at dawn.   Bag of Holding.   Repulsion Shield. 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.   Homunculus Servant.

Actions

Quarter Staff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 ) bludgeoning damage.   Quarter Staff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d8) bludgeoning damage. two-handed

Reactions

Flash of Genius. 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.


Created by

Noble 7.

Statblock Type

NPC Sheet

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