Character Stats
|
Level |
1 |
Race |
Plasmoid |
Class |
Artificer 1 (eventually into Armorer) |
Armor |
best armor that can be afforded and shield |
Weapon(s) |
spell focus tool |
Hometown |
Plasmoid scientific exploration mission |
Thrak
Background: Wildspacer
Skills and Tools
Insight, Perception, Navigator's tools, vehicles (space)
Feature
Tough feat, being weightless doesn't give you disadvantage on any of your melee attack rolls
Close Encounter
You had a harrowing encounter with Neogi. You escaped with your life, but the encounter left you with a scar or two, or perhaps a recurring nightmare.
Traits
tbd
Ideals
science and experimentation
Bonds
Flaws
explosions, snobby
Extended Class Background
Attributes
Attribute |
Value |
Bonus |
Save
|
Strength |
10 |
0 |
0
|
Dexterity |
8 |
-1 |
-1
|
Constitution |
16 |
+3 |
+5
|
Intelligence |
17 |
+3 |
+5
|
Wisdom |
14 |
+2 |
+2
|
Charisma |
8 |
-1 |
-1
|
|
Secondary Attributes
Hit Points |
13 (Level 1: 8 + 3 CON + Tough Feat)
|
Armor Class |
15 (shield + scale)
|
Proficiency Bonus |
+2
|
Passive Perception |
14
|
Initiative |
-1
|
Base Speed |
30 Feet
|
Carry Capacity |
150 lbs
|
|
Skills & Abilities
Skill |
Ability |
Score
|
Acrobatics |
DEX |
-1
|
Animal Handling |
WIS |
+2
|
Arcana |
INT |
+5
|
Athletics |
STR |
0
|
Deception |
CHA |
-1
|
History |
INT |
+3
|
Insight |
WIS |
+4
|
Intimidation |
CHA |
-1
|
Investigation |
INT |
+5
|
Medicine |
WIS |
+2
|
Nature |
INT |
+3
|
Perception |
WIS |
+4
|
Performance |
CHA |
-1
|
Persuasion |
CHA |
-1
|
Religion |
INT |
+3
|
Sleight of Hand |
DEX |
-1
|
Stealth |
DEX |
-1 (DISADV due to armor)
|
Survival |
WIS |
+2
|
Smith Tools |
UNTYPED |
+2
|
Tinker Tools |
UNTYPED |
+2
|
Thieves Tools |
DEX |
+1
|
|
Languages
- Common
- Gnome(space-gnome dialect)
Class and Background Abilities
Race Abilities
- Type: You are a medium-sized Ooze.
- Amorphous: You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You have advantage on ability checks you make to initiate or escape a grapple.
- 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 discern colors in that darkness only as shades of gray.
- Hold Breath: You can hold your breath for 1 hour.
- Natural Resilience: You have resistance to acid and poison damage, and you have advantage on saving throws against being poisoned.
- Shape Self: As an action, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob. While you have a humanlike shape, you can wear clothing and armor made for a Humanoid of your size. As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. As part of the same bonus action, you can use this pseudopod to manipulate an object, open or close a door or container, or pick up or set down a Tiny object. The pseudopod contains no sensory organs and can't attack, activate magic items, or lift more than 10 pounds.
Class Abilities
- Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons, firearms?
- Tools: smith's tools, thieves’ tools, tinker’s tools,
- Magical Tinkering
- Ritual Casting (Spell must be prepared)
|
Spellcasting
- Ability: Int, Spell Save DC: 13, Spell Attack Bonus: +5
- Spell Slots: 1st - 2 (refresh on long rest)
Artificer
- Cantrips (2 known)
- Firebolt (VS)
- Guidance (VS)(C)
- Level 1 (all known, can prepare 3/day)
- typically (depending on party makeup and expected events) Absorb Elements, Cure Wounds, Detect Magic, Disguise Self, Faerie Fire, Sanctuary, Tasha's Caustic Brew
Gear
background Equipment: A belaying pin (club), a set of traveler's clothes, a grappling hook, 50 feet of hempen rope, and a pouch containing 10 gp
dungeoneer's pack (minus a few torches to stay below encumbrance)
Armor
Weapons
Melee Weapons
Ranged Weapons
Inventory of items
- thieves' tools
- tinker's tools
Consumables