Arnistolientar Popswicker

Calvyn "Fiddlespring" Tenares's page

2 posts. Alias of KingHotTrash.


About Calvyn "Fiddlespring" Tenares

Calvyn "Fiddlespring" Tenares
CG Male Gnome Artificer 1
Initiative:
- - - - - - - - - - - - - - - - -
Hit Points: 10/10
Armor Class: 18
Saving Throws: Constitution, Intelligence
- - - - - - - - - - - - - - - - -
Combat
Speed: 25'
. . dagger +4 (1d4+2)
. . l. hammer
- - - - - - - - - - - - - - - - -
STR 10 (+0) DEX 14 (+2) CON 14 (+02) INT 16 (+3) WIS 12 (+1) CHA 10 (+0)
Proficiency Bonus: +2
Skill Proficiencies: Arcana, History, Investigation, Perception
Passives: Investigation 13, Perception 13, Stealth 10, Insight 11
Armour Proficiencies: Light, Medium, Shield
Weapon Proficiencies: Simple
Tool Proficiencies: Tinkerer's Tools, Thieves' Tools, Alchemists' Supplies
Languages: Common, Gnomish, Dwarven, Draconic
- - - - - - - - - - - - - - - - -
Features

Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Artificer's Lore: Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Tinkerer: You have proficiency with artisan’s 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. 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.

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.

Magical Tinkering: At 1st level, you've learned how to invest a spark of magic into mundane objects. 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.

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 equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Tools Required: You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions. You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools. After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.

Ritual Casting: You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
- - - - - - - - - - - - - - - - -
Gear
scale mail, shield, dagger, light hammer, thieves' tools, dungeon, backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days of rations, waterskin, 50 feet of hempen rope

Currency
CP: 10 SP: 4 EP: 1 GP: 4 PP: 2 Other:
- - - - - - - - - - - - - - - - -
Spellcasting

Spellcasting Ability: Intelligence
Spell Attack Bonus: +5
Spell Save DC: 13
Total Spells: INT + 1/2 Artificer (4)

Cantrips (2): firebolt, shocking grasp
Spell Slots: 2/0/0/0/0
Prepared Spells
1st: cure wounds, detect magic, tasha's caustic brew, catapult
- - - - - - - - - - - - - - - - -
History, Traits, & Background

Background: Sage
Specialty: Researcher
Personality #1: There’s nothing I like more than a good mystery.
Personality #2: I’m used to helping out those who aren’t as smart as I am, and I patiently explain anything and everything to others.
Ideal: No Limits - Nothing should fetter the infinite possibility inherent in all existence.
Bond: I work to preserve a library, university, scriptorium, or monastery.
Flaw: Unlocking an ancient mystery is worth the price of a civilization.

Age: 59 years old
Height: 3'3
Weight: 45lbs

Background: