• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

Dice The Gardens of Evenswald - Hall of "Heroes"

Main
Here

Idea

The Pun Tyrant
Roleplay Availability
Roleplay Type(s)
My Interest Check
This is the thread that will contain your character sheets. As previously explained, this means you can use whatever format you want, so long as you contain in your character sheet everything that is mandatory.

In addition, some things don’t have to be put on public display here. For instance, the backstory can simply be PMed to me, and only things which everyone would know have to be included.

For any part of the character sheet you PM me rather than putting here, you must mark that part with {S}.

Requirements:

Name
Class/Level
Race
Background
Alignment {Can be PMed)
Background
————————————-
Stats
Proficiency Bonus
Proficiencies (all of them, including languages)
Initiative
Movement
Armor Class
Hit Points
Hit Dice
————————————-
(Ideally at least 3 for each of the following, but will accept sheets with only 2, and 1 for ideals. Can PN any which would directly expose your backstory and can’t be written another way that doesn’t)
Personality Traits
Ideals
Bonds
Flaws
————————————-
Equipment (Can PM but write anything others could observe)
———————————-

Age (Can PM)
Gender
Height
Weight
Eyes
Skin
Hair
Backstory (can PM but write here anything others would be able to know)
————————-
Features
———————-
Appearance (descriptions are acceptable, as is any art, photos are not)
——————
Spellcasting Ability
Spell Save DC
Spell Attack Bonus
Spell List
——————
Other

I will provide, at player’s request, a code or similar structure for a CS. Will also create an example sheet if it proves necessary.
 
Last edited:
As per request, I will now provide a coded version.

Do note using it is not mandatory. In addition, the colors and background color can be changed around, I just kept them in the code as it is to make it less likely to break due to something being forgotten.

Code:
[tabs][tab=Coded][border=none;border-top:8px double orange;border-top:8px double orange;border-right;border-left:8px double orange;border-radius:25px;background-color:black;text-align:center;] [b][size=7][color=gold]Name
[size=3][i]Lvl X Class[/i][/size][/color][/size][/b]
[/border][border=8px double orange;border-radius:25px;][bg=none;background-image:url('https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/d50a6610-495f-48bc-90de-9a3e858d48a3/du0alr-ef17a7e9-41d4-4d51-99f1-19479bd42477.jpg/v1/fill/w_1025,h_779,q_70,strp/amber_gem_copal_resin_texture_by_enchantedgal_stock_du0alr-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3siaGVpZ2h0IjoiPD05NzMiLCJwYXRoIjoiXC9mXC9kNTBhNjYxMC00OTVmLTQ4YmMtOTBkZS05YTNlODU4ZDQ4YTNcL2R1MGFsci1lZjE3YTdlOS00MWQ0LTRkNTEtOTlmMS0xOTQ3OWJkNDI0NzcuanBnIiwid2lkdGgiOiI8PTEyODAifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0aW9ucyJdfQ.DgvQ-i6Ql_T7VhxHXx_5VXaPKdIis9tz9qWO2h41SjY');background-size:100%;border-radius:18px;]

[border=10px double orange;width:90%;margin:0 auto;][bg=none;background-image:url('https://cache.desktopnexus.com/thumbseg/345/345870-bigthumbnail.jpg');background-size:cover;][bg=rgba(89, 30, 6, 0.75);color:white;][row][column=span5][tabs]
[tab=Basics][b][u]Age/Gender[/u][/b]: Age Year Old Gender
[b][u]Height/Weight[/u][/b]: Height / Weight
[b][u]Languages[/u][/b]:
[b][u]More Appearance Details[/u][/b]: 

[border=5px solid black;border-radius:25px;width:85%;overflow:hidden;background-color:black;color:white;][row][column=span2][border=4px solid black;border-radius:50%;overflow:hidden;background-color:white;color:black;text-align:center;width:50%;][size=6][b]STR[/b][/size]
score[/border][/column][column=span6][size=5][b]Athletics: +-[/b][/size][/column][/row][/border]

[border=5px solid black;border-radius:25px;width:85%;overflow:hidden;background-color:black;color:white;][row][column=span2][border=4px solid black;border-radius:50%;overflow:hidden;background-color:white;color:black;text-align:center;width:50%;][size=6][b]DEX[/b][/size]
score[/border][/column][column=span6][size=5][b]Acrobatics: +-|Sleight of Hand: +-|Stealth: +-[/b][/size][/column][/row][/border]

[border=5px solid black;border-radius:25px;width:85%;overflow:hidden;background-color:black;color:white;][row][column=span2][border=4px solid black;border-radius:50%;overflow:hidden;background-color:white;color:black;text-align:center;width:50%;][size=6][b]CON[/b][/size]
score[/border][/column][column=span6][size=5][b] . [/b][/size][/column][/row][/border]

[border=5px solid black;border-radius:25px;width:85%;overflow:hidden;background-color:black;color:white;][row][column=span2][border=4px solid black;border-radius:50%;overflow:hidden;background-color:white;color:black;text-align:center;width:50%;][size=6][b]INT[/b][/size]
score[/border][/column][column=span6][size=5][b]Arcana: +-|History: +-|Investigation: +-

Nature: +-|Religion: +-[/b][/size][/column][/row][/border]

[border=5px solid black;border-radius:25px;width:85%;overflow:hidden;background-color:black;color:white;][row][column=span2][border=4px solid black;border-radius:50%;overflow:hidden;background-color:white;color:black;text-align:center;width:50%;][size=6][b]WIS[/b][/size]
score[/border][/column][column=span6][size=5][b]Animal Handling: +-|Insight: +-|Medicine: +-

Perception: +-|Survival: +-[/b][/size][/column][/row][/border]

[border=5px solid black;border-radius:25px;width:85%;overflow:hidden;background-color:black;color:white;][row][column=span2][border=4px solid black;border-radius:50%;overflow:hidden;background-color:white;color:black;text-align:center;width:50%;][size=6][b]CHA[/b][/size]
score[/border][/column][column=span6][size=5][b]Deception: +-|Intimidation: +-

Performance: +- |Persuasion: +-[/b][/size][/column][/row][/border]
[/tab]
[tab=Bio][scroll=800px][b][u]Alignment[/u][/b]: 
Alignment

[b][u]Personality Traits[/u][/b]: 
[i]*First personality Trait

*Second Personality Trait[/i]

[b][u]Ideal[/u][/b]: 
[i]*Ideal[/i]

[b][u]Bonds[/u][/b]: 
[i]*First Bond

*Second Bond. [/i]

[b][u]Flaws[/u][/b]:
[i]*First Flaw

*Second Flaw[/i]


[b][u]Background[/u][/b]:
[i]Backstory[/i][/scroll]
[/tab]
[tab=Features & Traits]
[b][u]Race (subrace/variant)[/u]:[/b]
*Racial Feature: [i]Description[/i]


[b][u]Class[/u][/b]:
*Class Feature: [i]Description[/i]


[b][u]Subclass[/u][/b]:
*Subclass Feature: [i]Description[/i]

[b][u]Background[/u][/b]:
*Background Feature: [i]Description[/i]

[/tab]
[tab=Skills]
[b][u]Proficiencies[/u][/b]
Armor- 

Weapons- 

Tools-



[divide][/divide]
[b][u]Attacks[/u][/b]

Weapon - Damage (Damage Type)

[/tab][/tabs]


[/column][column=span3][heightrestrict=300][border=4px dashed gold;float:right;][img]https://lh3.googleusercontent.com/proxy/0_ycTu2owfOJ-4UXDRXktNwNCidUv6FBJ9a2VYSUVwYREgTNdtLM9jxf8Mw8kiXNIvJ8AyMlAr9qlx3AZumxf4H1ZeWyjX6iwzPG7Sv5OYt_a2gGEOGJT2ueZ_sbnUY4nZZY[/img][/border][/heightrestrict]

[border=none;border-left:2px dotted lightblue;border-top:4px solid transparent;border-right:2px dotted lightblue;]
Proficiency Bonus: 
Hit Points: 
Hit Dice: 
Armor Class: 
Innitiative: 
Speed: 
Passive Perception: 
SpellCasting Ability: 
Spellsave DC: 
Spell Attack Bonus: [/border][/column][/row][/bg][/bg][/border]
[/bg][/border][/tab]
[tab=Semicoded][row][column=span5]
[/column][column=span3][heightrestrict=300][border=4px dashed gold;float:right;][img]https://lh3.googleusercontent.com/proxy/0_ycTu2owfOJ-4UXDRXktNwNCidUv6FBJ9a2VYSUVwYREgTNdtLM9jxf8Mw8kiXNIvJ8AyMlAr9qlx3AZumxf4H1ZeWyjX6iwzPG7Sv5OYt_a2gGEOGJT2ueZ_sbnUY4nZZY[/img][/border][/heightrestrict]

[border=none;border-left:2px dotted lightblue;border-top:4px solid transparent;border-right:2px dotted lightblue;]
Proficiency Bonus: 
Hit Points: 
Hit Dice: 
Armor Class: 
Innitiative: 
Speed: 
Passive Perception: 
SpellCasting Ability: 
Spellsave DC: 
Spell Attack Bonus: [/border][/column][/row]
[/tab][/tabs]

[row][column=span4][accordion=100%|bcenter]
{slide=center | [bg=black][FONT=Dancing Script][COLOR=gold][SIZE=22px][B]Spells[/B][/SIZE][/COLOR][/FONT][/bg]}[b][u]Cantrips[/u][/b]: (number of cantrips)
*Spell [Ritual] (class, if multiclassing)
*Spell (class if multiclassing)


[divide][/divide]
[b][u]First Level[/u][/b]: (number of first level spells)
*Spell [Ritual] (class, if multiclassing)
*Spell (class if multiclassing)


[divide][/divide]
[b][u]Second Level[/u][/b]: (number of second level spells)
*Spell [Ritual] (class, if multiclassing)
*Spell (class if multiclassing)

{/slide}[/accordion][/column][column=span4][accordion=100%|bcenter]
{slide=center | [bg=black][FONT=Dancing Script][COLOR=gold][SIZE=22px][B]Items[/B][/SIZE][/COLOR][/FONT][/bg]}[b][u]Equipped[/u][/b]:
*Item
*Item
*Item

[divide][/divide]
[b][u]Currency[/u][/b]:
(amount) PP
(amount) GP
(amount) SP
(amount) CP

[divide][/divide]
[b][u]Carrying[/u][/b]:
*Item
*Item
*Item


{/slide}[/accordion][/column][/row]


How the code looks like, as is.

  • Name
    Lvl X Class



    • Age/Gender: Age Year Old Gender
      Height/Weight: Height / Weight
      Languages:
      More Appearance Details:

      STR
      score
      Athletics: +-

      DEX
      score
      Acrobatics: +-|Sleight of Hand: +-|Stealth: +-

      CON
      score
      .

      INT
      score
      Arcana: +-|History: +-|Investigation: +-

      Nature: +-|Religion: +-

      WIS
      score
      Animal Handling: +-|Insight: +-|Medicine: +-

      Perception: +-|Survival: +-

      CHA
      score
      Deception: +-|Intimidation: +-

      Performance: +- |Persuasion: +-



    0_ycTu2owfOJ-4UXDRXktNwNCidUv6FBJ9a2VYSUVwYREgTNdtLM9jxf8Mw8kiXNIvJ8AyMlAr9qlx3AZumxf4H1ZeWyjX6iwzPG7Sv5OYt_a2gGEOGJT2ueZ_sbnUY4nZZY



    Proficiency Bonus:
    Hit Points:
    Hit Dice:
    Armor Class:
    Innitiative:
    Speed:
    Passive Perception:
    SpellCasting Ability:
    Spellsave DC:
    Spell Attack Bonus:


Spells
Cantrips: (number of cantrips)
*Spell [Ritual] (class, if multiclassing)
*Spell (class if multiclassing)


First Level: (number of first level spells)
*Spell [Ritual] (class, if multiclassing)
*Spell (class if multiclassing)


Second Level: (number of second level spells)
*Spell [Ritual] (class, if multiclassing)
*Spell (class if multiclassing)

Items
Equipped:
*Item
*Item
*Item

Currency:
(amount) PP
(amount) GP
(amount) SP
(amount) CP

Carrying:
*Item
*Item
*Item


 
Aurelius.jpg
Aurelius Asterio
(Real name Enry Faust)
Rogue 2, Paladin 1
Race: Variant Human
Background: Charlatan
Alignment: Chaotic Neutral
————————————-
Stats: Str 13 Dex: 16 Con: 8 Int:10 Wis: 10 Cha:17 (Point Buy)
Proficiency Bonus: +2​

  • Appearance
    Aurelius has style, and he knows it. He's a good height at 5'11 and hasn't skipped exercising, keeping up a decent build. He's very proud of his face, as it's a good face than can act many roles. He can appear noble and fierce, sad and pitiable, friendly and trusting or intriguing and mysterious.
    Age: 31
    Gender: Male
    Height: 5'11
    Weight: 155.0 lb
    Eyes: Foggy Brown
    Skin: Caucasian
    Hair: Black
    Backstory (PMed)





 
Last edited:
Resilience (or, in certain contexts, Ankles)
Rogue 3 (Mastermind)
Tiefling (Feral, Glasya)
Urchin (variant; replacing tool proficiencies)
Lawful Evil
————————————-
STR10
DEX16
CON12
INT14
WIS14
CHA10

Proficiency Bonus +2

Proficiencies
Perception
Insight (Expertise)
Investigation
Deception
Sleight of Hand
Stealth (Expertise)
Thieves' tools
Disguise kit
Forgery kit
Calligrapher's supplies
Dice, playing cards

Languages
Common
Infernal
Thieves' Cant
Elvish
Undercommon


Initiative +3
30ft Walking Speed
AC14
21HP
Hit Dice 3d8
————————————-
Personality Traits
Resilience shows no affect whatsoever around people who he doesn't trust. Anyone who would mistake this for humorlessness will be caught off guard by his knack for snappy wordplay. Even around friends, smiles mean he's feeling bitter, not happy; actual satisfaction is better indicated by relaxed posture and him playing with whatever is in his hand.

Ideals
Resilience values justice, even if it's in a rather skewed, individualistic sense – reciprocity rather than equity. He will defend those who have shown him kindness with his life, whereas those who he holds grudges against can expect nothing from him – and should watch their backs, if he ever has occasion to regard them as a threat. He also, unsurprisingly, respects enduring in the face of hardship. In general, he admires sincere kindness and generosity, even if he has no real inclination towards it; people who convince him they're genuinely motivated by decency are, at the very least, safe from his usual ruthlessness.

Bonds
The Flashright household is all he has in the world, and it's all he wants. Resilience is a man of simple needs.

Flaws
Paranoid, terrified of attachment, and slavishly devoted to his adopted family, Resilience has left himself profoundly isolated and lacking a support network. He also has internalized the idea that he is a monster, and makes no effort to be anything else – he admires moral uprightness, but doesn't try to develop or even fake it except insofar as it benefits his employer.

————————————-
Equipment: Plain but high-quality clothes suitable for a favored servant, worn over leather armor for emergencies. He hides his panoply of sharp objects in different parts of his clothing, including his sleeves, a belt under his tunic, and in the backs of his shoes; usually, these are barely if at all noticeable. A sturdy knapsack holds whatever tools he may need for the day's work.
———————————-

Age: 28
Gender: Male
Height: 5'8"
Weight: 158lbs
Eyes: Black
Skin: Oil-hued – black, but flashes odd colors depending on the light.
Hair: Flesh tendrils, colored like other skin
Backstory: For the last decade, master artificer Maximilius Flashright has been followed by a tiefling; at first like a nervous puppy, but as time has gone on, more and more like a well-trained guard dog. Those who have business with the artificer universally have to go through him, and find him polite, clear-spoken, and professional. Occasionally, he also tails the master's daughter at a respectful distance. Those with long memories might remember a little boy with similar complexion from fifteen-ish years ago, running in the streets with a knife in his belt and nicking meals from street carts.
————————-
Features

Sneak Attack (+2d6 weapon damage when attacking with advantage or vs. flanked)
Cunning Action (bonus action Hide, Dash, Disengage)

Master of Intrigue (proficiencies, mimicry)
Master of Tactics (Help as bonus action, 30ft range)

Darkvision (60ft)
Legacy of Malbolge (minor illusion, 1/day disguise self at level 3, 1/day invisibility at level 5)
Hellish Resistance (fire resist)
———————-
Appearance: Despite his relative lack of height, Resilience never seems to look up at people. Perhaps it's his featureless black eyes, which blend smoothly into the abyss of his too-smooth skin. His mouth is uncannily wide, stretching between the tips of his ramlike horns, and when he opens it, the serrations of his teeth can be seen by anyone who has the misfortune to be within spitting distance. The extra joint in his fingers makes them inhumanly long and graspy. Worst of all is his voice, which even at its smoothest carries a clicking that's almost insectoid. When he loses his temper – a rare event, thankfully – it sounds like the last embers in a building's burnt-out husk.
——————​
 
Last edited:
(I send it now because I could edit it forever, just changing the word choice...)


  • Name: Ysarir Grassgrove
    Class/Level: Monk 3
    Race: Half-elf
    Background: Hermit
    Alignment: Neutral Good
 
Last edited:
  • Giselle Bonnaire
    Lvl 3 Fighter



    • Age/Gender: 27 Year Old Female
      Height/Weight: 5’2” / 115 lbs
      Languages: Common, Elvish, Gnomish, Celestial

      STR
      12
      Athletics: +3

      DEX
      16
      Acrobatics: +3|Sleight of Hand: +3|Stealth: +3

      CON
      14
      .

      INT
      14
      Arcana: +2|History: +4|Investigation: +2

      Nature: +2|Religion: +2

      WIS
      16
      Animal Handling: +3|Insight: +7|Medicine: +5

      Perception: +5|Survival: +5

      CHA
      12
      Deception: +1|Intimidation: +1

      Performance: +1 |Persuasion: +3



    DNjT6i0.jpg



    Proficiency Bonus: +2
    Hit Points: 28
    Hit Dice: 3d10
    Armor Class: 17 (19 with shield)
    Initiative: +3
    Speed: 30ft
    Passive Perception: 15
    SpellCasting Ability: N/A
    Spellsave DC: N/A
    Spell Attack Bonus: N/A


Spells
Cantrips: (number of cantrips)
*Spell [Ritual] (class, if multiclassing)
*Spell (class if multiclassing)


First Level: (number of first level spells)
*Spell [Ritual] (class, if multiclassing)
*Spell (class if multiclassing)


Second Level: (number of second level spells)
*Spell [Ritual] (class, if multiclassing)
*Spell (class if multiclassing)

Items
Equipped:
*Scale Mail
*Shortsword

Currency:
(0) PP
(16) GP
(0) SP
(0) CP

Carrying:
*Explorer’s Pack
*Sield
*Healer’s Kit
*Herbalism Kit
*Whip
*Traveller’s Clothes


 
Last edited:
  • Giselle Bonnaire
    Lvl 3 Fighter



    • Age/Gender: 27 Year Old Female
      Height/Weight: 5’2” / 115 lbs
      Languages: Common, Elvish, Gnomish, Celestial

      STR
      12
      Athletics: +3

      DEX
      16
      Acrobatics: +3|Sleight of Hand: +3|Stealth: +3

      CON
      14
      .

      INT
      14
      Arcana: +2|History: +4|Investigation: +2

      Nature: +2|Religion: +2

      WIS
      16
      Animal Handling: +3|Insight: +7|Medicine: +5

      Perception: +5|Survival: +5

      CHA
      12
      Deception: +1|Intimidation: +1

      Performance: +1 |Persuasion: +3



    DNjT6i0.jpg



    Proficiency Bonus: +2
    Hit Points: 28
    Hit Dice: 3d10
    Armor Class: 17 (19 with shield)
    Initiative: +3
    Speed: 30ft
    Passive Perception: 15
    SpellCasting Ability: N/A
    Spellsave DC: N/A
    Spell Attack Bonus: N/A


Spells
Cantrips: (number of cantrips)
*Spell [Ritual] (class, if multiclassing)
*Spell (class if multiclassing)


First Level: (number of first level spells)
*Spell [Ritual] (class, if multiclassing)
*Spell (class if multiclassing)


Second Level: (number of second level spells)
*Spell [Ritual] (class, if multiclassing)
*Spell (class if multiclassing)

Items
Equipped:
*Scale Mail
*Shortsword

Currency:
(0) PP
(16) GP
(0) SP
(0) CP

Carrying:
*Explorer’s Pack
*Sield
*Healer’s Kit
*Herbalism Kit
*Whip
*Traveller’s Clothes


Approved!
 
Anastacia Trunksplitter
{S}
Wizard/3
Human
Noble
Chaotic Good
————————————-
Str: 10
Dex: 13
Con: 13
Int: 13
Wis: 13
Cha: 11
+2
Common, Primordial, daggers, darts, slings, staffs, crossbows, Pai Sho (Yes, the Avatar board game)
Arcana, History, Insight, Persuasion
Initiative: +1
Speed: 30
AC: 11
HP: 17
HD: 3d6
————————————-
Personality Traits
I'm always rambling or mumbling; my speech skills could use some work.
I deliberately defy expectations.
I'm not a huge fan of the great outdoors.

Ideals
Everything is predetermined, and death is inevitable.
You're only permitted one life. Don't live life for other people.

Bonds
Even if they're blatant spies for my mother, I can't help but feel affection for my retainers.
I love my Raven familiar, Ashe. While attacking him (it?) doesn't do anything even remotely permanent, it still triggers an emotional response.
Everything my parents have done "for" me has been bad, and selfish, and I want them out of my life.

Flaws
I'm not used to difficulties.
I lack social grace.
I don't think things through.
————————————-
Common clothing, a backpack, fine clothing (although she rarely, if ever, wears it in public), and a signet ring with a trunk on it. {S} I'll do my best to update this as she uses more things.
———————————-
15
Female
5'4"
98lbs
Grey
Pale white
Black, long, unkempt
Spend any time longer than a few hours around Anastacia and it becomes clear that she's the only daughter of one of the Royal Lords, families so powerful they rank under only the king. Anastacia herself is known about, of course, but is more obscure due to her indoor nature. All that you really know about her is she's stubborn, and a disgrace to the Trunksplitter family.
{S}
———————————-
At the end of a long rest, roll 2d20, and record the results. Whenever a creature you can see rolls a d20, you can expend one of your previously rolled d20s (before you see their result) to give them that result. These d20s can only be used once, and are reset at the end of another long rest.
During a short rest, I can regain a number of spell slots equal to half my Wizard level rounded up. (3/2=1.5, rounded to 2. Either 2 level 1 slots, or 1 level 2 slot.)
I have three retainers who assist me in non dangerous scenarios (They won't dungeon crawl with me.)
———————————-
Appearance based off of this image. Pale white, indoor skin. Dark circles underneath eyes denoting a consistent lack of sleep. Long, black hair that would reach the small of her back if it didn't sit in a tangled mess. Like in this image, but less smooth. Grey eyes, small size. Usually slumping a little bit, making her seem an inch or so shorter. Quite skinny, not physically developed. Could stand to eat a little bit more, and exercise/get outside a lot more.
1599553016588.png
In private, likes to wear soft silk robes (almost like bath robes.) In public, usually wears baggy, brown trousers and a t shirt.
——————
Spellcasting ability: Intelligence
Spell Save DC: 11
Spell attack modifier: +3

Cantrips
Message
True Strike
Prestidigitation

Level 1
Find Familiar
Grease
Disguise Self
Identify
Detect Magic
Feather Falling
Charm Person
Comprehend Languages

Level 2
Blindness/Deafness
Detect Thoughts​
 
Last edited:
  • Skessa Ogarlul
    Lvl 3 Barbarian/Druid







    • Age/Gender: Twenty-Seven/Female


      Height/Weight: 6'10/198lbs


      Languages: Common, Orcish, Elvish, Druidic




      STR
      13
      Athletics: +3



      DEX
      12
      Acrobatics: +1|Sleight of Hand: +1|Stealth: +1



      CON
      18
      .



      INT
      12
      Arcana: +3|History: +1|Investigation: +1



      Nature: +1|Religion: +1



      WIS
      20
      Animal Handling: +5|Insight: +5|Medicine: +5



      Perception: +7|Survival: +7



      CHA
      11
      Deception: +0|Intimidation: +0



      Performance: +0 |Persuasion: +0







    0cy5Ln6.png







    Proficiency Bonus: +2


    Hit Points: 34


    Hit Dice: 1d12 2d8


    Armor Class: 17 (Unarmored Defense + Shield)


    Initiative: +1


    Speed: 30 feet


    Passive Perception: 17


    SpellCasting Ability: Wisdom


    Spellsave DC: 15


    Spell Attack Bonus: +7






Spells
Cantrips: Two

Guidance
Shillelagh





First Level: Three

Hunter’s Mark (1/day)
Absorb Elements

Animal Friendship
Beast Bond
Charm Person
Create/Destroy Water
Cure Wounds
Detect Magic [Ritual]
Detect Poison/Disease [Ritual]
Earth Tremor
Entangle
Faerie Fire
Goodberry
Healing Word

Longstrider
Purify Food/Drink [Ritual]
Snare
Speak with Animal [Ritual]
Thunderwave





Second Level:0

Locate Object (1/day)



Items
Equipped:


Traveler’s Clothes

Component Pouch

Shield

Wooden Staff

Dagger




Currency:


0 PP


0 GP


0 SP


0 CP





Carrying:

Backpack

Bedroll

Orc Trail Rations x4

Cooking Utensils




 
Last edited:
images (3).jpg
[Most info is in the pdf]
Ladybird is a frail young woman with a troubled past. Or at least, she assumed it's troubled as she does not remember any of it, just a very scary awakening. She has divine powers of a goddess connected to her shield, which has engravings of birds on it. People have told her that her goddess is gone like all the others, but she truly believes she is still to be found. When she heard of the Philrock she felt a big unexplainable urge to get herself one. She has not felt that way before and hopes it leads her to know more about her past.
 

Attachments

  • Ladybird.pdf
    7.7 MB · Views: 7
Rochelle Rocksteady Hotshot Browning
Artificer 3
Gnome (Rock)
Smuggler
Chaotic Neutral

————————————-
Strength - 7 (-2)
Dexterity - 11 (+0)
Constitution - 12 (+1)
Intelligence - 17 (+3)
Wisdom - 10 (+0)
Charisma - 8 (-1)

Proficiency Bonus +2

Proficiency:
Saving Throws - Constitution (+3), Intelligence (+5)
Weapons - Simple Weapons
Armor - Light Armor, Medium Armor, Shields
Skills - Arcana (+5), Investigation (+5), Perception (+2), Stealth (+2)
Language - Common, Gnomish, Dwarven
Tools - Thieve's Tools, Tinkerer's Tools, Forgery Kit, Woodcarver's Tools, Alchemist Supplies

Initiative
+0

Movement
25ft

Armor Class
17 (Scale Mail + Shield+1)

Hit Points
21

Hit Dice
3d8+3

————————————-

Personality Traits
If I'm not busy working a job, I'm usually gambling away my wealth. I just can't help it, the rush of winning a game of chance is too alluring for me. But I'm the type who will work hard and play hard, so how I am on a job and how I am in my free time can shift dramatically. Whenever I'm working I'm very quiet and often more of a follower than a leader, just making sure whatever needs to be done is done.

Ideals
If there's one thing I've learned in life, it's that nothing has to make sense. Sure there's a certain flow of logic to things, but that logic only makes sense to some people, so for everyone else everything is pretty much happening at random. With that in mind while I try to at least have a plan, I never expect things to go smoothly and I act accordingly. Another thing I've learned: everyone is a hero, and everyone else is the villain. That means that there's really no way to decide who's right and who's wrong because of course the heroes and villains will change depending on who's story you hear, even if you hear all sides. I'm not smart enough to balance the scales of morality, so I just do my best to take care of myself first and foremost, and try not to hurt too many people in the process.

Bonds
My folks are good people who taught me how to use my skills to help not just my friends and family, but my community, so I try my best to live up to their memory. I'm also still allies with the underground network of smugglers and criminals, most who I think are just honest folk who need to be underhanded to take on corrupt and powerful people.

Flaws
My rather open-minded beliefs sometimes reveals my very flexible morals, as I won't exactly cry a tear if I'm robbing a rich baron or some peasants who happen to have something I need. In the end I look out for myself and I'm very hesitant on spending any resources on anyone who isn't me. I act very selfish mainly because I'm too scared of committing time and emotions into others who could just vanish the moment I take my eyes off of them. Even though I can be friendly, no one will ever be close to me.

————————————-
Equipment
Traveler's Clothes 2 gp
Coin Pouch (27 g, 8 s)
Bag of Holding (Influsion)
Scale Mail 50g
Enhanced Shield (Influsion) 10g
Tinker's Tools 50 g
Rations x10 5g
Waterskin 2 s
Rope 1g
Dagger 2g
Bedroll 1g

———————————-

Age
28

Gender
Female

Height
4'11

Weight
75 lbs

Eyes
Amber

Skin
Pale

Hair
Blue Bronze

Backstory
Rochelle comes from a long time of career criminals, smugglers, and mad mages. Her parents had an infamous reputation for sowing confusion and chaos throughout multiple cities via distribution of scandalous pamphlets and magic devices that repeated spoken recordings of various leaders and nobles admitting to crimes against their own people. Of course it wasn't a lone effort, everyone ins Rochelle's family helped each other out in subverting corruption while making a profit, even Rochelle herself once she was big enough to start learning the trade with her parents. She was a quick learner which was very important considering that physically, Rochelle always had some problems even for a gnome. And while her mind was sharp she was weak willed and not very good at speaking to others, which made her parents worried that Rochelle was simply born with a mental disability.

Even though Rochelle was able to learn the family trade quickly she often struggled to keep her nerves even for the simplest of jobs and one day that led to a tragedy. She was suppose to keep watch over her father as he shared some salacious news with villagers in the countryside, but she didn't notice one of them was carrying a poisoned blade. In a flash, her father was slain in cold blood before anyone could save him. Not long after many other members of Rochelle's family were getting arrested, sent to prison or executed for slander. Rochelle herself would've befallen to this fate if her mother hadn't smuggled Rochelle out from the city with some trusted friends, but that was the last Rochelle would've ever seen of her mother.

Afterwards Rochelle had to lay low but a civilian life did not suit her. She couldn't adapt to the mundane living of a shopkeeper or even a scribe. Her hands were simply too jitty, too busy, and she could never stay focus. Or rather, she could never simply wait. She always needed something to do, some goal to work towards. Something to help Rochelle forget about what happened to her family. So that's when Rochelle started building weapons. A talent that even her parents didn't quite have. At first it was simple things, like wooden swords and arrow shafts. Before long it became more complex things such as bows and crossbows, and by the time Rochelle was twenty she had constructed magic staves, wands, and even an arcane cannon of her own design. She got into contact with her parent's old associates and started running jobs for them in order to test out her new equipment as well as keep her mind focused on a task. Whenever she was off the job she needed something to work on, and that's what she got hooked into gambling.

Gambling felt like it was the story of Rochelle's life. One moment you're winning big, fortune after fortune, and next thing you know you lose it all in just one round. Rochelle never had a lot of money at any given time and when she did you could bet on her losing it before the end of the week. Soon enough Rochelle's gambling habits started to come back and bite her in the back as she accumulated debts that she couldn't pay off in a timely matter, forcing her on the run. While she could always rely on her reputation to get her work, most people also knew that she was always strapped for cash and had bounty hunters after her as well. But that was fine for Rochelle. It kept her sharp, kept her on her toes. Kept her focus and gave her something to always work towards.

————————-
Features
Race
Darkvision.
Accustomed to life underground, you have superior vision in dark and dim conditions. 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.

Gnome Cunning.
You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Artificer's Lore.
Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Tinker.
You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.

When you create a device, choose one of the following options:
  • Clockwork Toy - This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
  • Fire Starter - The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
  • Music Box - When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
Background
Secret Passage
You can call on your contacts within the smuggling community to secure secret passage in or out for yourself and your adventuring companions, no questions asked, and no guard entanglements. Because you're calling in a favor, you can't be certain they will be able to help on your timetable or at all. Your Dungeon Master will determine whether you can be smuggled into or out of the city. In return for your passage, you and your companions may owe the Rouges Guild a favor and/or may have to pay bribes.


Class

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.

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.
Ritual Casting
You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.


Infuse Item
At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.
  • Enhanced Arcane Focus - While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.The bonus increases to +2 when you reach 10th level in this class.
  • Replicate Magic Item (Bag of Holding) - This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
    If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
    Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
  • Enhanced Defense - A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item. The bonus increases to +2 when you reach 10th level in this class.
  • Replicate Magic Item (Alchemy Jug) - This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.
Eldritch Cannon
At 3rd level, you learn 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 of 1st level or higher. 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 a number of hit points equal to five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. 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.
Eldritch Cannons
CannonActivation
FlamethrowerThe 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 BallistaMake 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.
ProtectorThe cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (+3).

Right Tool for the Job
At 3rd level, 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 nonmagical, and they vanish when you use this feature again.


———————-
9q9YFj2.jpg

——————
Spellcasting Ability
Intelligence

Spell Save DC
13

Spell Attack Bonus
+5

Spell List
Cantrips - Firebolt, Shocking Grasp
1st - Disguise Self, Cure Wounds, Faerie Fire, Identify, Shield, Thunderwave
——————
Other
Is currently working on making Eyes of the Eagle so she can can be a better sniper.
 
Last edited:
Rochelle Rocksteady Hotshot Browning
Artificer 3
Gnome (Rock)
Smuggler
Chaotic Neutral

————————————-
Strength - 7 (-2)
Dexterity - 11 (+0)
Constitution - 12 (+1)
Intelligence - 17 (+3)
Wisdom - 10 (+0)
Charisma - 8 (-1)

Proficiency Bonus +2

Proficiency:
Saving Throws - Constitution (+3), Intelligence (+5)
Weapons - Simple Weapons
Armor - Light Armor, Medium Armor, Shields
Skills - Arcana (+5), Investigation (+5), Perception (+2), Stealth (+2)
Language - Common, Gnomish, Dwarven
Tools - Thieve's Tools, Tinkerer's Tools, Forgery Kit, Woodcarver's Tools, Alchemist Supplies

Initiative
+0

Movement
25ft

Armor Class
17 (Scale Mail + Shield+1)

Hit Points
21

Hit Dice
3d8+3

————————————-

Personality Traits
If I'm not busy working a job, I'm usually gambling away my wealth. I just can't help it, the rush of winning a game of chance is too alluring for me. But I'm the type who will work hard and play hard, so how I am on a job and how I am in my free time can shift dramatically. Whenever I'm working I'm very quiet and often more of a follower than a leader, just making sure whatever needs to be done is done.

Ideals
If there's one thing I've learned in life, it's that nothing has to make sense. Sure there's a certain flow of logic to things, but that logic only makes sense to some people, so for everyone else everything is pretty much happening at random. With that in mind while I try to at least have a plan, I never expect things to go smoothly and I act accordingly. Another thing I've learned: everyone is a hero, and everyone else is the villain. That means that there's really no way to decide who's right and who's wrong because of course the heroes and villains will change depending on who's story you hear, even if you hear all sides. I'm not smart enough to balance the scales of morality, so I just do my best to take care of myself first and foremost, and try not to hurt too many people in the process.

Bonds
My folks are good people who taught me how to use my skills to help not just my friends and family, but my community, so I try my best to live up to their memory. I'm also still allies with the underground network of smugglers and criminals, most who I think are just honest folk who need to be underhanded to take on corrupt and powerful people.

Flaws
My rather open-minded beliefs sometimes reveals my very flexible morals, as I won't exactly cry a tear if I'm robbing a rich baron or some peasants who happen to have something I need. In the end I look out for myself and I'm very hesitant on spending any resources on anyone who isn't me. I act very selfish mainly because I'm too scared of committing time and emotions into others who could just vanish the moment I take my eyes off of them. Even though I can be friendly, no one will ever be close to me.

————————————-
Equipment
Traveler's Clothes 2 gp
Coin Pouch (27 g, 8 s)
Bag of Holding (Influsion)
Scale Mail 50g
Enhanced Shield (Influsion) 10g
Tinker's Tools 50 g
Rations x10 5g
Waterskin 2 s
Rope 1g
Dagger 2g
Bedroll 1g

———————————-

Age
28

Gender
Female

Height
4'11

Weight
75 lbs

Eyes
Amber

Skin
Pale

Hair
Blue Bronze

Backstory
Rochelle comes from a long time of career criminals, smugglers, and mad mages. Her parents had an infamous reputation for sowing confusion and chaos throughout multiple cities via distribution of scandalous pamphlets and magic devices that repeated spoken recordings of various leaders and nobles admitting to crimes against their own people. Of course it wasn't a lone effort, everyone ins Rochelle's family helped each other out in subverting corruption while making a profit, even Rochelle herself once she was big enough to start learning the trade with her parents. She was a quick learner which was very important considering that physically, Rochelle always had some problems even for a gnome. And while her mind was sharp she was weak willed and not very good at speaking to others, which made her parents worried that Rochelle was simply born with a mental disability.

Even though Rochelle was able to learn the family trade quickly she often struggled to keep her nerves even for the simplest of jobs and one day that led to a tragedy. She was suppose to keep watch over her father as he shared some salacious news with villagers in the countryside, but she didn't notice one of them was carrying a poisoned blade. In a flash, her father was slain in cold blood before anyone could save him. Not long after many other members of Rochelle's family were getting arrested, sent to prison or executed for slander. Rochelle herself would've befallen to this fate if her mother hadn't smuggled Rochelle out from the city with some trusted friends, but that was the last Rochelle would've ever seen of her mother.

Afterwards Rochelle had to lay low but a civilian life did not suit her. She couldn't adapt to the mundane living of a shopkeeper or even a scribe. Her hands were simply too jitty, too busy, and she could never stay focus. Or rather, she could never simply wait. She always needed something to do, some goal to work towards. Something to help Rochelle forget about what happened to her family. So that's when Rochelle started building weapons. A talent that even her parents didn't quite have. At first it was simple things, like wooden swords and arrow shafts. Before long it became more complex things such as bows and crossbows, and by the time Rochelle was twenty she had constructed magic staves, wands, and even an arcane cannon of her own design. She got into contact with her parent's old associates and started running jobs for them in order to test out her new equipment as well as keep her mind focused on a task. Whenever she was off the job she needed something to work on, and that's what she got hooked into gambling.

Gambling felt like it was the story of Rochelle's life. One moment you're winning big, fortune after fortune, and next thing you know you lose it all in just one round. Rochelle never had a lot of money at any given time and when she did you could bet on her losing it before the end of the week. Soon enough Rochelle's gambling habits started to come back and bite her in the back as she accumulated debts that she couldn't pay off in a timely matter, forcing her on the run. While she could always rely on her reputation to get her work, most people also knew that she was always strapped for cash and had bounty hunters after her as well. But that was fine for Rochelle. It kept her sharp, kept her on her toes. Kept her focus and gave her something to always work towards.

————————-
Features
Race
Darkvision.
Accustomed to life underground, you have superior vision in dark and dim conditions. 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.

Gnome Cunning.
You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Artificer's Lore.
Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Tinker.
You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.

When you create a device, choose one of the following options:
  • Clockwork Toy - This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
  • Fire Starter - The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
  • Music Box - When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
Background
Secret Passage
You can call on your contacts within the smuggling community to secure secret passage in or out for yourself and your adventuring companions, no questions asked, and no guard entanglements. Because you're calling in a favor, you can't be certain they will be able to help on your timetable or at all. Your Dungeon Master will determine whether you can be smuggled into or out of the city. In return for your passage, you and your companions may owe the Rouges Guild a favor and/or may have to pay bribes.


Class

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.

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.
Ritual Casting
You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.


Infuse Item
At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.
  • Enhanced Arcane Focus - While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.The bonus increases to +2 when you reach 10th level in this class.
  • Replicate Magic Item (Bag of Holding) - This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
    If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
    Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
  • Enhanced Defense - A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item. The bonus increases to +2 when you reach 10th level in this class.
  • Replicate Magic Item (Alchemy Jug) - This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.
Eldritch Cannon
At 3rd level, you learn 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 of 1st level or higher. 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 a number of hit points equal to five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. 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.
Eldritch Cannons
CannonActivation
FlamethrowerThe 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 BallistaMake 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.
ProtectorThe cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (+3).

Right Tool for the Job
At 3rd level, 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 nonmagical, and they vanish when you use this feature again.


———————-
9q9YFj2.jpg

——————
Spellcasting Ability
Intelligence

Spell Save DC
13

Spell Attack Bonus
+5

Spell List
Cantrips - Firebolt, Shocking Grasp
1st - Disguise Self, Cure Wounds, Faerie Fire, Identify, Shield, Thunderwave
——————
Other
Is currently working on making Eyes of the Eagle so she can can be a better sniper.

Alright, it's approved!
 

Users who are viewing this thread

Back
Top