Theodeacon Trevorpol Turko - Level 2 (Alchemist Artificer), chaotic
Background: failed scholar/impoverished failson
modified from Failed Merchant & Sage backgrounds
skills: persuasion, history
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.
Traits
- My heart wasn't in being a merchant, so I failed. I'm not all that keen on adventuring either, but I need the money.
Ideals
- Redemption. Too many people consider me a failure. So I need to prove them wrong.
Bonds
- If I take care of my possessions, they'll take care of me. People come and go, but a weapon or a wand is something you can always rely on.
Flaws
- Deac is impulsive and spoiled and has a very high opinion of himself. He usually thought of himself as the smartest person in the room even when among the top alchemists and wizards of Hakan and now finding himself mostly around human commoners he's probably gotten even worse.
Extended Class Background
Attributes
Attribute |
Value |
Bonus |
Save
|
Strength |
9 |
-1 |
-1
|
Dexterity |
15 |
+2 |
+2
|
Constitution |
14 |
+2 |
+4
|
Intelligence |
17 |
+3 |
+5
|
Wisdom |
8 |
-1 |
-1
|
Charisma |
10 |
0 |
0
|
|
Secondary Attributes
Hit Points |
17 (Level 1: 8 + 2 CON; 2: 5 + 2 CON)
|
Armor Class |
18 (scale + shield)
|
Proficiency Bonus |
+2
|
Passive Perception |
11
|
Initiative |
+2
|
Base Speed |
25 Feet
|
|
Skills & Abilities
Skill |
Ability |
Score
|
Acrobatics |
DEX |
+2
|
Animal Handling |
WIS |
-1
|
Arcana |
INT |
+5
|
Athletics |
STR |
-1
|
Deception |
CHA |
0
|
History |
INT |
+5 (sometimes +7)*
|
Insight |
WIS |
-1
|
Intimidation |
CHA |
0
|
Investigation |
INT |
+3
|
Medicine |
WIS |
-1
|
Nature |
INT |
+3
|
Perception |
WIS |
+1
|
Performance |
CHA |
0
|
Persuasion |
CHA |
+2
|
Religion |
INT |
+3
|
Sleight of Hand |
DEX |
+2
|
Stealth |
DEX |
+2 (Disadv. due to armor)
|
Survival |
WIS |
-1
|
|
Languages
- Ubrekti (common)
- Hakan(origin)
Class and Background Abilities
Race Abilities
- Darkvision 60'
- Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.
- Artificer's Lore: Whenever you make an Intelligence (History) check related to magical, alchemical, or technological items, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply.
- Tinker: You have proficiency with artisan 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. At your DM's discretion, you may make other objects with effects similar in power to these. The Prestidigitation cantrip is a good baseline for such effects. 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.
Class Abilities
- Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons, hand crossbows, heavy crossbows
- Tools: Thieves’ tools, tinker’s tools, alchemist tools, brewer's tools
- Magical Tinkering
- Infusions: 4 known, 2 items
- Enhanced Arcane Focus
- Enhanced Defense
- Replicate Magic Item(Alchemy Jug)
- ?
- 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)
- Cantrips (2 Known)
- 1st Level (4 Prepared)
Gear
Armor
Weapons
Melee Weapons
Ranged Weapons
- light crossbow and 20 bolts
Inventory of items
- thieves' tools
- tinker's tools
- merchant's scale
- a set of fine clothes
- belt pouch containing 10 gp
- Dungeoneer's Pack
- backpack
- crowbar
- hammer
- 10 pitons
- tinderbox
- waterskin
- 50 feet of hempen rope
Consumables