Harsk

Kardin Shieldshatter's page

70 posts. Alias of Grumbaki.


Race

Wounds (0) HP (10) AC (18) Lvl 1 (2/2) Proficiency Bonus (2)

Classes/Levels

Artificer (1)

Special Abilities

Advantage and Resistance vs poison

Strength 16
Dexterity 13
Constitution 15
Intelligence 18
Wisdom 11
Charisma 8

About Kardin Shieldshatter

[dice=Battleaxe]1d20+5[/dice]
[dice=Damage]18+3[/dice]

Race, Background:

Race: Mountain Dwarf
* 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.
* Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.
* Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
* Languages: You can speak, read, and write Common, Draconic, and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

Clan Crafter: Respect of the Stout Folk
* As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.

Proficiencies, Equipment:

Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, battleaxe, handaxe, light hammer, and warhammer.
Tools: Thieves’ tools, tinker’s tools, smith tools, mason tools, jeweler’s tools
Saving Throws: Constitution, Intelligence
Skills:: Arcana, Perception, Insight, History

Equipment:
* Battleaxe
* Scale Male
* Shield
* Thieves’ tools, Tinkerer’s Tools and a dungeoneer’s pack
* A maker's mark chisel used to mark your handiwork with the symbol of the clan of crafters you learned your skill from, a set of traveler's clothes, and a pouch containing 5gp and a gem worth 5gp

Artificer:

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.

Spellcasting
* 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.

* Cantrips known: Mending, Guidance
* Lvl 1 Spells: Cure Wounds, Detect Magic (R), Purify Food and Drink (R), Identify (R), Alarm (R)

Infusions
Lvl 2: Enhanced Weapon, Enhanced Defense, Repeating Shot, Bag of Holding
Lvl 6: Boots of winding path, Gloves of thievery
Lvl 10: Cloak of protection, Winged boots
Lvl 14: Ring of protection, ?
Lvl 18: ?, ?

Build Plan:

Lvl 3: Battle Smith (Summon and Int for hit and damage)
Lvl 4: +2 Int (20)
Lvl 5: Extra attack
Lvl 8: Resilient (+1 Dex)
Lvl 12: Resilient (+1 Wis)
Lvl 16: Durable (+1 Con)
Lvl 19: +2 Con

Final Stats: * indicates proficient saves
Str (16) Dex (14*) Con (18*) Int (20*) Wis (12*) Cha (8)

Lvl 1-2: Battleaxe and shield
Lvls 3+ Thunder Gauntlet and shield