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Dr. Idunn Sephtis

Artificer 4 Class & Level
Cloistered Scholar Background
Undying Race
Chaotic Good Alignment

Strength 11
+0
Dexterity 14
+2
constitution 15
+2
intelligence 18
+4
wisdom 14
+2
charisma 14
+2
Total Hit Dice 3
Hit Die
1d8+2
+2 proficiency bonus
+0 Strength
+2 Dexterity
+4 Constitution
+6 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+2 Acrobatics
+2 Animal Handling
+6 Arcana
+0 Athletics
+2 Deception
+6 History
+2 Insight
+2 Intimidation
+4 Investigation
+4 Medicine
+6 Nature
+4 Perception
+4 Performance
+2 Persuasion
+4 Religion
+2 Sleight of Hands
+2 Stealth
+2 Survival
skills Medicine, Arcana, History, Performance, Nature, Perception Constitution; Intelligence proficiencies

 
16
Armor Class
38
Hit Points
+2
Initiative
30
Speed
Attacks
Languages: Abyssal, Aquan, Common, Elvish, Undercommon
light armor, medium armor, shields, shortswords, longswords, shortbows, longbows, simple weapons, thieves' tools, tinkerers' tools, alchemists' supplies, disguise kit,
Proficiences
Spell DC: 14 [8+Spell AM]
Spell AM: +6 [Prof.+Int. Mod]
Prepared Spells: 5 [Int. Mod+(1/2xArt. Lvl.)
Spell Slots: (1/2 Artificer Level + Intelligence Modifier): 3/6
Cantrips:
Eldritch Blast (Undying)- Casting Time: 1 action; Range: 120 feet; Duration: Instantaneous; A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Spare the Dying- Casting Time: 1 action; Range: Touch; 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
Thorn Whip- Transmutation; Casting Time: 1 action; Range: 30 feet; Duration: Instantaneous; You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
1st Level:
Healing Word (Alchemist): Casting Time: 1 bonus action; Range: 60 feet; Duration: Instantaneous; A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st.
Identify: Divination; Casting Time: 1 minute; Range: Touch; Components: V S M (A pearl worth at least 100 gp and an owl feather Duration: Instantaneous; You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Ray of Sickness (Alchemist): Casting Time: 1 action; Range: 60 feet; Duration: Instantaneous; A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Rope Trick: Casting Time: 1 action; Range: Touch; Duration: 1 hour; You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends. The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space. Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope. Anything inside the extradimensional space drops out when the spell ends.
Sanctuary: Casting Time: 1 bonus action; Range: 30 feet; Duration: 1 minute; You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
Spellcasting
W: 101.6/110/175
10 gp 16sp
Studded Leather Armor-AC:12 W:13lbs; Shield-AC:2 W:6lbs, Spear-[1d6 or 1d8 piercing] R:20/60 W:3lbs; Crossbow(Light)-[1d8 piercing] A:20 R:80/320 W:5lbs; Hag's Haven Robes W:4lbs, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife) W:3lbs, a stolen notebook of Willowswitch's W:5lbs, an Undying Court brooch W:0.1lbs, thieves' tools W:1lb, Dungeoneer's Pack (a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, 50ft hemp rope, and a waterskin)W:61.5lbs; 2 vials plasma spider; 1 Braided oil; 4 eye lens (aquatic)
Equipment
No Limits. Nothing should fetter the infinite possibility inherent in all existence.
Ideals
The Undying Court
Bonds
Immortal but still decaying, can be obliterated
Flaws
Undying - High Elf; Medium; 871 years
Do not need to eat, drink, sleep, or breathe.
Darkvision- 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
Natural Armor- (11+Dex Mod) 13
Resistances- Radiant;
Immunities- Sleep (including magic means), Poison and being Poisoned (except by magic means Fey Ancestry- Advantage on Saving Throws against being Charmed
Filled with Positivity- Advantage on saving throws against any effect that turns undead. Vulnerabilities- Necrotic
Lucky- You have 3 luck points. Whenever you make an attack roll, ability check, or saving throw, you may spend 1 luck point to roll an additional d20. You can use this ability after the original roll, but before the outcome is revealed. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20, and choose whether the attacker's roll uses their d20 roll or yours. If multiple creatures use a luck point on the same roll, they cancel out, resulting in no additional dice. You regain expended luck points when you finish a long rest.
Cantrip (Wizard)-
Illumination- You magically shed bright light in a 10-foot radius and dim light for an additional 10 feet. You can extinguish or restore this light as a bonus action.
Astral Meditation- Once per long rest, you can spend 1 undisturbed hour to project a question into the Astral Plane. At the DM’s discretion, during your meditation, you will have a vision that vaguely answers your question or you will travel to the astral plane to a location which may allow you to come to a certain conclusion in relation to your question.
Trance- For short rests you can enter a meditative state in which during life you used to gain the benefits of a long rest. As you have no need for sleep, it is mostly an exercise for sanity’s sake.
Feature: 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.
Magical Tinkering- With tinker's tools or other artisan's tools in hand, touch a Tiny non-magical 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.
The Right Tool For The Job- You learn how to produce exactly the tool you need: with tinker'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 non-magical, and they vanish when you use this feature again.
Spellcasting- You have studied the workings of magic and how to channel it through objects. As a result, you have gained the 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 using mundane items or outlandish inventions. TOOLS REQUIRED 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. You must be proficient with the tool to use it in this way. See chapter 5, "Equipment," in the Player's Handbook for descriptions of these tools. 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.
Infusions- 4 Types; 0/2 Attuned; Whenever you finish a long rest, you can touch a non-magical 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. 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. The infusion also vanishes if you give up your knowledge of the infusion for another one. You can infuse more than one non-magical 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.
Experimental Elixir- Whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature. Creating an experimental elixir requires you to have alchemist supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest. When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask. You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table.
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.

[block: Undying - High Elf ]

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

Smorgasbored.

Statblock Type

Character Sheet (Legacy)

Link/Embed