Artificer lvl 9
Initiative: +3
HP: 75
HD: 9d8
Speed: 30
AC: 20
Prof: +4
STR: 10/Mod: 0Save: 0
DEX: 16/Mod: +3/Save: +3
Acrobatics: +3
Sleight of hand: +3
Stealth: +3
CON: 16/Mod: +3/Save: +8
INT: 18/Mod: +4/Save: +8
Arcana: +8
History: +4
Investigation: +8
Nature: +4
Relegion:+4
WIS: 9/Mod: -1/Save: -1
CHA: 8/Mod: -1/Save: -1
Dagger, radiant, returning: +8 1d4+4 (20/60) Piercing
Caster Lvl: 9
Spell attack: +8
-Cantrips
Fire bolt, Guidance
-1st Lvl
Shield, Thunderwave, Cure wounds, Detect Magic (r), Identify (r), Sanctuary
-2nd Lvl
Scorching Ray, Shatter, Aid, Lesser restoration, Enhance Ability
-3rd Lvl
Fireball, Wind Wall, Dispel Magic, Haste
Vedalken:
Advantage on INT, WIS, and CHA saves.
+1d4 Arcana checks
1/day, for 1 hour breathe water.
Guild Artisan:
Access to politicians.
Artificer:
As an action, use tools to create visual, auditory, olfactory, etc
Infusions Known and Loaded:
Resistant armor, Fire (Half Plate)
Enhanced Defense +1 (Half Plate)
Returning weapon (Dagger)
Radiant weapon +1 (Dagger)
Take an hour to make tools
Artificer archetype, Artillerist:
Magic cannon (see rules) deals 1d8 and can explode (see rules)
1d8 extra dmg for wand /wood focus (see rules)
Double prof with tools
Add INT mod to save or check within 30 feet (int mod per day, 4 per day)
Equipage:
Attunement = *
*Wand of web, 7 charges (major unc)
Broom of flying (major unc)
Sentinel Shield (major unc)
Goggles of night (minor com)
x2 Elemental Air gems (minor com)
x2 Healing potion, basic 2d4+2, (com)
*Infused item +1: Half Plate
*Infused Item #2: Dagger
Prototype wand (class feature): Mending cantrip
Smiths tools
Thieves Tools
Wood carver's supplies
Dungeoneer's pack
Tinker tools
Deck of cars
TRavelling clothes
Belt pouch
Last edited by MAS on Thu Apr 30, 2020 8:04 pm; edited 4 times in total