Pam - Level 4 Artillerist Alchemist / Level 2 War Wizard
Background:
Feature
Traits
Ideals
Bonds
Flaws
Extended Class Background
Attributes
Attribute |
Value |
Bonus |
Save
|
Strength |
8 |
-1 |
-1
|
Dexterity |
14 |
+2 |
+2
|
Constitution |
16 |
+3 |
+6
|
Intelligence |
16 |
+3 |
+6
|
Wisdom |
14 |
+2 |
+2
|
Charisma |
8 |
-1 |
-1
|
|
Secondary Attributes
Hit Points |
46 (Level 1: 8 + 3 CON; 3,5,6: 6 + 3 CON; 2,4: 5 + 3 CON)
|
Armor Class |
usually 18 (shield + scale) but up to 24 (shield + scale with enhanced defense + shield spell)
|
Proficiency Bonus |
+3
|
Passive Perception |
15
|
Initiative |
+5
|
Base Speed |
25 Feet
|
|
Skills & Abilities
Skill |
Ability |
Score
|
Acrobatics |
DEX |
+2
|
Animal Handling |
WIS |
+2
|
Arcana |
INT |
+6
|
Athletics |
STR |
-1
|
Deception |
CHA |
-1
|
History |
INT |
+3
|
Insight |
WIS |
+2
|
Intimidation |
CHA |
-1
|
Investigation |
INT |
+3
|
Medicine |
WIS |
+2
|
Nature |
INT |
+6
|
Perception |
WIS |
+5
|
Performance |
CHA |
-1
|
Persuasion |
CHA |
-1
|
Religion |
INT |
+3
|
Sleight of Hand |
DEX |
+2
|
Stealth |
DEX |
+2 (disadv due to armor)
|
Survival |
WIS |
+5
|
Tinker Tools |
UNTYPED |
+3
|
Thieves Tools |
DEX |
+5
|
Custom Plant Alchemy Tools (woodcarver tools) |
UNTYPED |
+3
|
|
Languages
- Ubrekti (common)
- ?(origin)
- ?(halfling bonus)
Class and Background Abilities
Race Abilities
- Raised on the water: You have advantage on all checks made to swim and to hold your breath.
- Halfling Luck: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
- Brave: You have advantage on saving throws against being frightened.
- Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.
Class Abilities
- Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons
- Tools: Thieves’ tools, tinker’s tools, ?, ?
- Magical Tinkering
- Infusions: 4 known, 2 items
- Enhanced Arcane Focus
- Enhanced Defense
- Replicate Magic Item(?)
- ?
- Ritual Casting (Spell must be prepared or in wizard spellbook)
- Eldritch Projectile Plant: you can take an action to magically create a Small or Tiny mutant plant in an unoccupied space on a horizontal surface within 5 feet of you. A Small mutant plant occupies its space, and a Tiny one can be held in one hand. Once you create a plant, you can't do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. available in fire breathing plant, eldritch blasting plant, or healing mist plant.
- The 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.
- ASI: split +1 WIS, +1 INT
- Arcane Recovery: Once per day when you finish a short rest, you can recover 1 1st level spell slot.
- Arcane Deflection: you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to use a mutant plant to assist you or hinder your enemy to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw. When you use this feature, you can't cast spells other than cantrips until the end of your next turn.
- Tactical Wit: your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier
|
Spellcasting
- Ability: Int, Spell Save DC: 14, Spell Attack Bonus: +6 (+7 when using Enhanced Arcane Focus infusion)
- Spell Slots(refresh on long rest): 1st - 4, 2nd - 3
Artificer
- Cantrips (2 known)
- Guidance (concentration, VS)
- acid or fire blast
- Level 1 (all known, can prepare 5/day of any level)
- Shield (always prepared due to subclass)
- Thunderwave (always prepared due to subclass)
- Level 2 (all known)
War Wizard
- Cantrips (3 known)
- Mold Earth (S)
- Mending (VSM), or minor illusion or shape water or lightning lure
- Message (VSM)
- Level 1 (6 free, 5 artificer spells self-scribed for 50 gold, can prepare 5/day)
- Absorb Elements (reaction, S),
- Acid Stream (VSM)(C),
- Comprehend Languages (ritual, VSM),
- Detect Magic (ritual, VS),
- Disguise Self (VS)
- Find Familiar (ritual, VSM(10gp charcoal, incense, herbs; consumed)),
- Feather Fall (reaction, VM),
- Mage Armor (VSM),
- Magic Missile (VS),
- Protection from Evil and Good (VSM)(C),
- Tensor's Floating Disc (ritual, VSM)
Gear
Armor
Weapons
Melee Weapons
- maybe a sickle, but usually just a wand.
Ranged Weapons
Inventory of items
- thieves' tools
- tinker's tools
- other tools?
Consumables