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Lan Fistcrest

Artificer 2 Class & Level
Haunted One Background
Variant Human Race
Chaotic Neutral Alignment

Strength 10
+0
Dexterity 10
+0
constitution 14
+2
intelligence 15
+2
wisdom 10
+0
charisma 13
+1
Total Hit Dice
Hit Die
1d8+2
+2 proficiency bonus
+0 Strength
+0 Dexterity
+0 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+4 Arcana
+0 Athletics
+1 Deception
+4 History
+0 Insight
+1 Intimidation
+4 Investigation
+0 Medicine
+2 Nature
+0 Perception
+1 Performance
+1 Persuasion
+4 Religion
+0 Sleight of Hands
+0 Stealth
+2 Survival
skills

 
11
Armor Class
10
Hit Points
+0
Initiative
30
Speed
Attacks
Armor: light armor, medium armor, shields
Weapons: simple weapons, firearms
Tools: thieves' tools, tinker's tools, alchemist supplies
Saving Throws: Constitution, Intelligence
Skills: Arcana, History, Investigation
Languages: Common, Abyssal, Infernal, Undercommon
Proficiences
(Cantrips)
Spare the Dying
Necromancy cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Fire Bolt
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)


(1st Level)
Cure Wounds
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
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.

Catapult
1st-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous
Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.
Spellcasting
Lan Fistcrest led a very quiet life in a small house in West Harmonia using his potions and elixirs to help the people live fuller lives. After a few years, he met a woman named Idelisa and fell madly in love with her. Soon after they were married they had a child together named Alice and the Alchemist couldn't have been happier. His days were spent serving his community and nights with his family sharing all the love he could give to them. One night while making a potion and talking to his family he became distracted and knocked over a few ingredients that were particularly volatile onto his daughter and wife who were sitting close to his prepping table. As soon as these hit them they started to melt and meld into a grotesque and hideous amalgamation. Upon seeing this he lost his mind and had to slaughter the people he held most dear. From this day on he has vowed to do whatever it takes to get them back.....

Disadvantage on abominations and if small children or Evelynn touches him or speaks to him directly in combat
Personality Traits
Magical Tinkering

At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have tinker's tools or other 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 (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Human (Variant)
Ability Scores: Choose any two unique +1
Size: Medium
Speed: 30 ft.
Age. Humans reach adulthood in their late teens and live less than a century.
Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.
Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
Skills. You gain proficiency in one skill of your choice.
Feat. You gain one feat of your choice.

Dual Wielder
You master fighting with two weapons, gaining the following benefits:
You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one
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

mistou.

Statblock Type

Character Sheet (Legacy)

Link/Embed