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Gwo 'Nagykutya' Chen

Artificer 4 Class & Level
Charlatan Background
Black Dragonborn Race
Lawful Evil Alignment

Strength 10
+0
Dexterity 12
+1
constitution 14
+2
intelligence 15
+2
wisdom 11
+0
charisma 11
+0
Total Hit Dice 4
Hit Die
1d8+2
+2 proficiency bonus
+0 Strength
+1 Dexterity
+4 Constitution
+4 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+1 Acrobatics
+0 Animal Handling
+4 Arcana
+0 Athletics
+2 Deception
+2 History
+0 Insight
+0 Intimidation
+2 Investigation
+0 Medicine
+4 Nature
+0 Perception
+0 Performance
+0 Persuasion
+2 Religion
+3 Sleight of Hands
+0 Stealth
+0 Survival
skills Arcana, Nature, Deception, Sleight of Hand proficiencies

 
15
Armor Class
31
Hit Points
+1
Initiative
30 ft
Speed
Attack TypeAttack RollDamage Roll
Breath Weapon [5 by 30ft line (DC12 Dex Save), Action]no roll 2d6
LVL0: Acid Splash: 1 action 60 feet, DEX save (DC12), Acid dmg (two target within 5 ft)no roll 1d6
LVL0: Poison Spray: 1 action, 10 feet, VS, instant, CON Save (DC12), poison dmgno roll 1d12
Dagger [Thrown: 20ft] 1d20+3 1d4+1
Attacks
Armor: light, medium, shields
Weapons: simple weapons, firearms
Tools: thieves' tools, tinker's tools, brewer's supplies, alchemist's supplies, disguise kit, forgery kit
Skills: Arcana, Nature, Deception, Sleight of Hand
Languages: Common and Draconic
Proficiences
LVL0: Acid Splash: 1 action 60 feet, DEX save (DC12), 1d6 Acid dmg (two target within 5 ft)
LVL0: Poison Spray: 1 action, 10 feet, VS, instant, CON Save (DC12), 1d12 poison dmg

Prepared Spells (4):
LVL1: Sanctuary: 1 BA, 30 feet, VSM, 1 minute; Targets the creature must first make a DC12 WIS saving throw (DC12), on fail the creature must choose a new target or lose the attack or spell.
LVL1: Healing Word: 1 BA, 60 feet, V, Instant, 1d4+2 heal
LVL1: Cure Wounds: 1 action, VS, Instant: 1d8+2 heal
LVL1: Faerie Fire: 1 action, 60 feet, CONC, 1 minute: Each object in a 20-foot cube is outline in violet light. Outlined creatures who fails DC12 DEX saving throw sheds 10-foot dim light. Attackers have advantage against these creature and can't benefit from being invisible.
Spellcasting
Orange Robe with Purple trim (Fine Clothes)
Scale Mail (wearing under the robe)
Disguise kit
Thieve's tools
Alchemist's kit
Dungeoneer's pack
A signet ring of an imaginary duke
Belt pouch 15 gp
Magical Tinkering: a stone when double tapped play a 6 seconds long message
Magical Tinkering: a bag of unknown goo that emits a specific odor perceivable up to 10 feet away
Equipment
I insinuate myself into people's lives to prey on their weakness and secure their fortunes.
Flattery is my perferred tick for getting what I want.
Personality Traits
Aspiration. I'm determined to make something of myself.
Ideals
I owe everything to my mentor - a horrible person who's probably rotting in a cave as beast shit.
Bonds
I'm convinced that no one could ever fool me the way I fool others.
Flaws
FEAT: Elemental Adept (Acid)
Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.

Resistance: Acid

Feature: False Identity
You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona.

The Right Tool for the Job: With 1 hour work you create any artisan's tools.

Known Infusions:
Enhanced Defense [+1 AC to Shield or Armor]
Enhanced Weapon [+1 ATK and DMG to Weapon]
Googles of Night [+60 ft Dark Vision]
Wand of Magic Detection [3 charges detect magic]

Experimental Elixir: 1 + 3 spellslot [if 4 provided, only can use cantrips], roll d6:
1. Healing (2d4+2 hp)
2. Swiftness (+10 ft speed for 1 hour)
3. Resilience (+1 AC for 10 min)
4. Boldness (+d4 (once) to ATK and saving for 1 min)
5. Flight (10 ft flying speed for 10 min)
6. Transformation (Choose: Gills & Webbing: breath underwater, swimming speed OR Natural Weapons (claws, fangs, horns, etc: 1d6 bl/pi/sl dmg unarmed strike, +1 ATK and DMG, magical)


Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

Dungeoneer's Pack

Adventuring Gear

Common

Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Cost: 12gp
Weight: 61 1/2lbs

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Dragonborn

Ability Score Increase Strength +2, Charisma +1
Size Medium
Speed 30ft

Your draconic heritage manifests in a variety of traits you share with other dragonborn.
Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.
Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
Alignment. Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most dragonborn are good, but those who side with Tiamat can be terrible villains.
Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.
Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.
When you use your breath weapon, each creature in the area of exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
After you use your breath weapon, you can't use it again until you complete a short or long rest.
Damage Resistance. You have resistance to the damage type associated with your draconic ancestry.
Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

Languages. Common, Draconic


DragonDamage TypeBreath Weapon
BlackAcid5 by 30 ft. line (Dex. save)
BlueLightning5 by 30 ft. line (Dex. save)
BrassFire5 by 30 ft. line (Dex. save)
BronzeLightning5 by 30 ft. line (Dex. save)
CopperAcid5 by 30 ft. line (Dex. save)
GoldFire15 ft. cone (Dex. save)
GreenPoison15 ft. cone (Con. save)
RedFire15 ft. cone (Con. save)
SilverCold15 ft. cone (Con. save)
WhiteCold15 ft. cone (Con. save)

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Healing Word

1-level Evocation

Casting Time: 1 bonus action
Range/Area: 60ft
Components: V
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.
Available for: Bard, Cleric, Druid

Level 1 Spells

Player's Handbook, pg. 272

Sanctuary

1-level Abjuration

Casting Time: 1 Bonus Action
Range/Area: 30ft
Components: Verbal, Somatic, Material
Materials: A small silver mirror
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, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
Available for: Cleric, Paladin (Oath of Devotion; Oath of Redemption), Artificer, Warlock (The Genie)

Level 2 Spells

Basic Rules, pg. 257

Magic Weapon

2-level Transmutation

Casting Time: 1 Bonus Action
Range/Area: Touch
Components: V, S
Duration: Concentration, 1 Hour

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.

At higher levels:

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Available for: Paladin, Wizard, War Domain, Arcana Domain, Forge Domain, Oath of Glory, Artificer

Level 3 Spells

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


Created by

flem.

Statblock Type

Character Sheet (Legacy)

Link/Embed