Pam - Level 4 Artillerist Alchemist / Level 2 War Wizard
Background: Sage, scholar, etc
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)
- Mutant 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. see below for full stats
- 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)
- Mending (VSM)
- Level 1 (all known, can prepare 5/day of any level)
- Shield (always prepared due to subclass)
- Thunderwave (always prepared due to subclass)
War Wizard
- Cantrips (3 known)
- Mold Earth (S) or shape water or minor illusion or lightning lure
- Acid Splash or Shocking Grasp or other damage cantrip
- Fire Bolt (VS)
- 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 and probably a dagger
Ranged Weapons
Inventory of items
- arcane focus (wand) - a living chunk of wood made of many grafted limbs and stems. as spells are cast, blooms open and shoot magic effects then immediately decay only to be replaced with new buds ready for the next round. Every spell is a different bud or combination of buds going off at the same time. The wand is almost always infused to receive +1 to spell attacks.
- thieves' tools
- tinker's tools
- other tools?
Consumables
Mutant Projectile Plant
- Using special alchemist gardening tools, you can take an action to magically create a Small or Tiny eldritch mutant in an unoccupied space on a horizontal surface within 5 feet of you. The 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. You can have only one at a time. The cannon is a magical object. Regardless of size, the plant has an AC of 18 and has 20 hit points (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 plant, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options below. On each of your turns, you can take a bonus action to cause the plant to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the plant to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
- Plant Options
- Fire Flower: The plant exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a DC 14 Dexterity saving throw, 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.
- Eldritch Blast Pod: Make a ranged spell attack, originating from the plant, 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 plant.
- Healing Spore Fern: The plants emits a burst of spores infused with 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 + 3 (Intelligence modifier (minimum of +1)).