Skill |
Ability |
Score
|
Acrobatics |
DEX |
+2
|
Animal Handling |
WIS |
+1
|
Arcana |
INT |
+7 (EXP)
|
Athletics |
STR |
0
|
Deception |
CHA |
0
|
History |
INT |
+5
|
Insight |
WIS |
+3
|
Intimidation |
CHA |
0
|
Investigation |
INT |
+5
|
Medicine |
WIS |
+1
|
Nature |
INT |
+3
|
Perception |
WIS |
+3
|
Performance |
CHA |
0
|
Persuasion |
CHA |
+2
|
Religion |
INT |
+3
|
Sleight of Hand |
DEX |
+2
|
Stealth |
DEX |
+2 (disadv due to armor)
|
Survival |
WIS |
+1
|
Smith's Tools |
UNTYPED |
+2
|
Thieves' Tools |
UNTYPED |
+2
|
Tinker's Tools |
UNTYPED |
+2
|
Woodcarver's Tools |
UNTYPED |
+2
|
|
Languages
- Ubrekti (common)
- Flannari (origin)
- Ancient Ubrekti or some other wacky out there one or else Petaran or Fresian for proximity(human bonus)
- Gilden Dwarven (background)
- Hakan Gnome (background)
Class and Background Abilities
Race Abilities
- Skill Proficiency: Insight (WIS) - while not a great communicator Bert is somewhat skilled in reading others.
- Racial Feat: Skill Expert (+1 INT, Perception proficiency, Arcana expertise.)
Class Abilities
- Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons, Martial weapons
- Tools:
- thieves’ tools: a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.
- History: Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps.
- Investigation and Perception: You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence.
- Set a Trap: Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else's attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate.
- tinker’s tools: a variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue.
- History: You can determine the age and origin of objects, even if you have only a few pieces remaining from the original.
- Investigation; When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago.
- Repair: You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flame hot enough to make the metal pliable.
- smith's tools: hammers, tongs, charcoal, rags, and a whetstone.
- Arcana and History: Your expertise lends you additional insight when examining metal objects, such as weapons.
- Investigation: You can spot clues and make deductions that others might overlook when an investigation involves armor, weapons, or other metalwork.
- Repair: With access to your tools and an open flame hot enough to make metal pliable, you can restore 10 hit points to a damaged metal object for each hour of work.
- woodcarver's tools: a knife, a gouge, and a small saw.
- Arcana, History: Your expertise lends you additional insight when you examine wooden objects, such as figurines or arrows.
- Nature: Your knowledge of wooden objects gives you some added insight when you examine trees.
- Repair: As part of a short rest, you can repair a single damaged wooden object.
- Craft Arrows: As part of a short rest, you can craft up to five arrows or 1 Javelin. As part of a long rest, you can craft up to twenty arrows or 3 Javelins. You must have enough wood on hand to produce them.
- Magical Tinkering: invest a spark of magic into mundane objects. 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 3 (INT mod). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies. To use this ability, you must have thieves' tools or 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.
- Infusions: 4 known, 2 items can be infused at a time
- Enhanced Defense (usually active on equipped shield)
- Mind Sharpener (if concentration required)
- Replicate Item (cheating Wizard Hat if allowed)
- Replicate Magic Item (JUG!)
- Ritual Casting (Spell must be prepared)
- 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 non-magical, and they vanish when you use this feature again.
- Battle Ready: Martial weapon proficiency and can use INT for to hit and damage when using a magic weapon (including, but not limited to, your infused weapon(s)) as per Battle Smith.
- Adept Weapon: At 3rd level, you learn to imbue a specific weapon with magical energies through engraving runes, magical tempering, alchemical formulas, or some other magical process of layering of arcane energy and intention into the material of the weapon. Both Gilden and Hakan artificer traditions name it as "Nazushkestarmid" from the Dwarven meaning "blood-engraved weapon". Despite the name, blood is not usually involved in the process as it refers instead to the process of the Arcane Forge Adept being able to imbue their magical will into the "blood" of the weapon allowing them to connect to the weapon as if it was a new limb on their body. This is best done during the process of creating a new weapon but can also be done through the use of tools and magic on an existing weapon even away from a full forge. (Replaces Battle Smith Steel Defender feature)
- Imbuing this weapon works like infusing an item, but does not count toward your maximum number of infused items. When you finish a long rest, you can touch or use proficient artisan tools on a magic or non-magical simple or martial melee weapon, which becomes your Adept Weapon. Once imbued, it is a magic weapon that grants a +1 bonus to attack and damage rolls, unless the base weapon you imbued already grants a higher bonus. This bonus increases when you reach certain levels in this class, increasing to +2 at 8th level and +3 at 13th level. If the weapon you imbued has the thrown property, it returns to your hand immediately after it is used to make a ranged attack. Your Adept Weapon's benefits remain until the weapon is destroyed or until you use this ability to imbue a new item with this power. Other creatures can't benefit from the Adept Weapon, and to them, it functions only as the unimbued weapon did.
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