2nd Level
2 new spells (Alarm, Find Familiar)
1 new 1st level spell slot
+7 HP
+1d6 HD
Arcane Tradition: Artificer
3rd level:
2 new spells (Enlarge/Reduce, Knock)
1 new 1st level spell slot
2 new 2nd level spell slots
+7 HP
+1d6 hd
4th level
+7 HP
+1d6 HD
2 new spells (unseen Servant, locate Object)
1 new 2nd level spell slot
1 new cantrip (firebolt)
Feat: Alchemist (alter version of UA feat)
• +1 Int
• Proficient in Alchemical Supplies
• Identify potions within 5' as if they were tasted
• +/- Int mod to all Potions and Alchemical Items, based on which is most beneficial (healing potions, acid flasks, poisons, etc)
Race Features:
+2 Con, +2 Str
Darkvision 60'
Speed 25'
Poison: Resistance and Saves Advantage
Dwarven Training: Prof with battleaxe, handaxe, throwing hammer, and warhammer.
Tool Proficiency: Gain prof in Smith, Brewer, or mason tools
Stone cunning: Expertise in History for checks related to stone work
Languages: Common, Dwarven
Dwarven Armor Training: Prof in Light and Medium armor
Inventory:
Coins & Gems:
GP 27
EP
SP 25
CP
25 GP Crystal
275.7 gp
Armor:
Chain shirt (13+dex, max 2)
Weapon:
Rusty Axe. 1d8 S. Versatile.
Handaxe. 1d6 S. Thrown.
Trinkets:
Other Items:
Dungeoneers pack
Travellers clothes
Crystal focus
Two castings of find familiar
Flask, x5
Mess kit
Sack, x3
Blanket
Signal whistle
Oil flask
Special face cloth to protect against Gracklung
Alchemist Kit
Violin
Case of cigars
Supplies for adding a 3rd level spell to my Spellbook
6 flasks of acid
2 vials of alchemist's fire
Alchemical recipes scrawled in Dwarvish (arcana check and Dwarvish): can make acid flasks and alchemist fire with workstation
A mithral medallion of Laduguer worth 125 gp.
Spellbook:
Pages (loose leaf, made of zurkwood fungus)
Ink (made of luminescent fungus oils)
Ink pen
Droki's spellbook with feign death.
Background:
Prof: Athletics, History
Lang: Underdark
Tool: Violin
Speciality: Treasure Hunter
Feature: Underground Contacts
You are no casual visitor to the Underdark, but instead have spent considerable time there. You have met and worked with a lot of different people, and have a contact who can offer assistance in nearly every population center.
Trait: I don't really care about the beauty of the land, just the treasure hidden inside it.
Ideal: Everyone should be free to pursue their own livelihood.
Bond: You were once lost in the Underdark, and a group of kuo-toa helped you find your way out. You learned that there are kindly folk even among that otherwise mad race, and remain indebted to them for their aid.
Flaw: I'm easily distracted by treasure.
Notes:
Madness 1:
Madness 2: Three minutes of laughter, crying, and screaming. Followed by 90 hours of being nonverbal.
Backstory:
Using Xanathar's Guide to help create a childhood:
Galenus was born on the streets. He never knew his father; his mother didn't talk about him much. Something happened to him, and it just wasn't spoken of. Mom got dissociative whenever he tried to bring it up.
Despite his wretched condition as an infant, he and Mom were brought in by a talented artisan, a dwarf specializing in fine craft brews. His step-father's success allowed Galenus to grow up in a larger home, and as an only child he had lots of space to play. His parents weren't mean, but neither were they that attentive of him. He learned the family trade and how to play the violin, but other than that they preferred to let him grow and explore on his own. And so he did.
Through his adolescent, Galenus would venture futher and further away from home for longer stretches of time - sometimes on his own and sometimes with one or two of his friends. His preferred locale to explore was the underdark - it was full of dangers and adrenaline-producing events. But more than that, it was full of treasures just waiting to be plucked.
It was the treasure that eventually became Galenus' primary reason for exploring - his primary motivation. He quickly ammased wealth, bought a home, and was a rising name in the hold.
One day, upon returning to his home, he had discovered he had been banished. He was no longer allowed past the walls. He does not know why; he hadn't done anything of considerable consequence to warrant such a reaction, not that he could think of.
So with nothing but what was on his back, he turned around and went back into the underdark. His home, his wealth, everything was lost to him.
Well, f~$$ it. It wasn't that hard the first time, it won't be that hard the second time. Let's go, once more, into the breach.
Artificer:
Artificer Summary
2nd: Infuse potions, infuse scrolls
6th: Infuse weapons and armor
10th: Superior artificer
14th: Master artificer
Infuse Potion
Starting at 2nd level, you can produce magic potions. You spend 10 minutes focusing your magic on a vial of mundane water and expend a spell slot to transform it into a potion. Once you have expended a spell slot to create a potion, you cannot regain that slot until the potion is consumed or after 1 week, at which time the potion loses its effectiveness. You can create up to three potions at a time; creating a fourth potion causes the oldest currently active one to immediately lose its potency. If that potion has been consumed, its effects immediately end.
The spell slot you expend determines the type of potion you can create. See chapter 7 of the Dungeon Master’s Guide for complete rules on potions.
1st: Climbing, growth, or healing
2nd: Mind reading or greater healing
3rd: Invisibility, superior healing, or water breathing
4th: Resistance
Infuse Scrolls
At 2nd level, you can also tap into your reserves of magical energy to create spell scrolls. You can use your Arcane Recovery ability to create a scroll instead of regaining expended spell slots. You must finish a short rest, then spend 10 minutes with parchment, quill, and ink to create a spell scroll containing one spell chosen from those you know. Subtract the spell’s level from the total levels worth of slots you regain using Arcane Recovery. This reduction to your Arcane Recovery applies until you use the scroll and then finish a long rest.
Infuse Weapons and Armor
Beginning at 6th level, you can produce magic weapons and armor. You spend 10 minutes focusing your magic on a mundane weapon, suit of armor, shield, or bundle of twenty pieces of ammunition, and expend a spell slot to infuse it with magical energy. The magic item retains its enhancement for 8 hours or until used (in the case of magic ammunition). You can infuse only one item at a time; if you infuse a second one, the first immediately loses its potency. Once you have expended a spell slot to create such an item, you cannot regain that slot until the item becomes nonmagical. The spell slot you expend determines the type of weapon, armor, or shield you can create.
Superior Artificer
Starting at 10th level, you can create a second magic weapon, suit of armor, shield, or bundle of ammunition using your Infuse Weapons and Armor ability. Attempting to infuse a third item causes the oldest one to immediately lose its potency. You can also create one additional potion or scroll using Infuse Potions or Infuse Scrolls.
Master Artificer
On reaching 14th level, your mastery of arcane magic allows you to produce a variety of magic items. You can create a single item chosen from Magic Item Tables A and B in chapter 7 of the Dungeon Master’s Guide. It takes you 1 week to produce such an item, and you must rest for 1 month before using this ability to craft another item.
Eldeth Card:
• 1/minute: Her time in the Underdatk has made the Dwarf maiden wary of strangers. Make an insight check with advantage.
• 1/day: Eldeth interposed her shield to bear the worst of the attack. Gain resistance to bludgeoning, piercingz and slashing damage for a single attack.
• Inspiration: The loyalty of a Dwarf never fails. Eldeth will take one attack for you, potentially with severe consequences for her. (If the attack deals more than 15 damage but less than 30, Eldeth is unconscious. If it deals 30 or more damage, Eldeth dies.