Medium Human Tinkerer/Thief , Any
His brother
will do anything to keep his brother safe
city
The artificer is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +18 to hit with spell attacks). The mage has the following wizard spells prepared: 1st level (4 slots): cure wounds, disguise self, sanctuary, shield of faith 2nd level (3 slots): blur, enlarge/reduce, levitate
Alchemical Formula. The artificer reaches into its Alchemist's Satchel to produce and immediately use one of the following Alchemical Formulae. The Formula item is lost if not immediately used on the turn it is produced, unless otherwise specified. If an Alchemical Formula option requires a saving throw, the DC is 16. 1. Alchemical Fire. A vial of volatile liquid hurled at a creature, object, or surface within 30 feet of you. On impact, the vial detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 4d6 fire damage. 2. Alchemical Acid. A vial of acid hurled a creature or object within 30 feet of the artificer. The vial shatters on impact. A creature must succeed on a Dexterity saving throw or take 5d6 acid damage. An object automatically takes that damage, and the damage is maximized. 3. Healing Draught. A vial of healing liquid which the artificer drinks or hands to a creature within 5 ft. Another creature can drink the liquid as an action if the artificer hands it off. Drinking the liquid heals a creature for 5d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, the artificer can’t use this formula. 4. Tanglefoot Bag. A bag filled with writhing, sticky black tar which is hurled at a point on the ground within 30 feet of the artificer. The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, the artificer can’t do so again for 1 minute. 5. Thunderstone. A crystalline shard which is hurled at a creature, object, or surface within 30 feet of the artificer. The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.