Full Name |
That damn warforged with the squeak |
Race |
Warforged |
Classes/Levels |
Artificer (Alchemist) 5. AC 21. HP 43/43. HD 5/5, 1st 4/4. 2nd 2/2. |
Gender |
Male |
Size |
Medium, 6'5", 600 lbs. |
Age |
4 |
About Squeak Warforged
About Squeak
Squeak
Male Warforged Artificer 5 (Guild Artisan)
Lawful Neutral
Height: 6’5", Weight: 600 LBS
Init +2; Passive Perception 12
XP: n/a
Inspiration: 0
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DEFENSE
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Armor: Integrated Composite
AC: 21 (15+1+2+3)
HP: 43/43
HD: 5
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OFFENSE
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Speed: 30 ft.
Melee
Spear +3, 1d6+0
Ranged
Acid Splash 2d6+3, acid (reflex half)
Crossbow +6, 1d8+3
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STATISTICS
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Str 10, Dex 14, Con 16, Int 16, Wis 8, Cha 10
Proficiency Bonus: +3
Saving Throws: Advantage vs. Poisoned, Constitution, Intelligence
Skills: Insight +2, Medicine +2, Nature+6, Perception +2, Persuasion +3
Tools: Thieves’ tools, tinker’s tools, Alchemist supplies, Herbalism kit, Artisan's tools (Cooking),
Languages: Common, Draconic
Gear:
Heward’s Handy Spice Pouch
Orb of Time
Lantern of Revealing.
Alchemist’s Kit (free)
Herbalist Kit (free)
Cook’s utensils (free)
Traveller’s clothes (2)
Belt pouch with 10gp
Crossbow, Heavy (50)
Spear (1)
Boltsx20 (1)
Oil x 10 (1)
Tinker’s Tools (50)
Need: Thieve’s Tools.
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CLASS FEATURES/RACIAL TRAITS
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Feature: Guild Membership As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.
Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers. You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.
Resilient You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
You are immune to disease.
You don’t need to eat, drink, or breathe.
You don't need to sleep and don't suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.
Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Integrated Protection (Composite Plating): AC = 15+1+ your Dexterity modifier (maximum of 2)
Specialized Design: You gain one skill proficiency of your choice, one tool proficiency of your choice
Magical Tinkering Minor effects
Infuse Items[b] Infusions Known: 4. Infused Items: 2
[b]Artificer Speciality: Alchemist
Right tool for the job: Spend 1 hour to create a set of Artisan’s tools
[n]Feat: Adamantine Bastion[/n]: You increase your Constitution score by 1, to a maximum of 20. Any critical hit against you becomes a normal hit. Increase your AC by 3.
Experimental Elixir: at the end of a long rest create an elixir. 1d6 for effect.
”Alchemical Savant: add intelligence to a spell made with alchemical kit, must restore hp or deal damage through fire, acid, necrotic or poison.
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CANTRIPS/SPELLS /INFUSIONS
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Infusions
Repeating Shot Item: A simple or martial weapon with the ammunition property (requires attunement) This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a ranged attack, and it ignores the loading property if it has it. The weapon requires no ammunition; it magically produces one piece of ammunition each time you make a ranged attack with it, unless you manually load it. The ammunition produced by the weapon vanishes the instant after the it hits or misses a target.
Enhanced DefenseItem: A suit of armor or a shield. A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item. The bonus increases to +2 when you reach 12th level in this class.
Cantrips
2 of. Spell save DC = 14, Spell attack = +6
Acid Splash (1 action,60ft, VS, instantaneous. 2d6+3 damage to one or maybe 2 targets, ref half)
Firebolt (1 action, 120ft, VS?, instantaneous. 2d10+3 damage)
Spells
Spell save DC = 14, Spell attack = +6, 5 spells known (not including *)
1st (4 slots)
Healing Word* A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Purify food and drink ( action, 10ft, VS, Instantaneous. All food in 5ft is purified and rendered free of disease and poison)
Absorb Elements
Ray of sickness* (1 action, 60ft, VS, Instantaneous. On hit 2d8 Poison. If failed con save poisoned next turn as well. At higher levels +1d8 damage)
Repair Construct
2nd (2 slots)
Enhance Ability (1 action, touch, VSM, Concentration up to 1hr. p237)
Melf’s acid arrow* (1 action, 90ft, VSM, Instantaneous. 4d4 acid, 2d4 acid next turn, On miss do 2d4)
Flaming Sphere*
Web (1 action, 60ft, VSM, Concentration up to 1 hr. 20ft cube must be anchored, any creature in area must make Dex save or be restrained. Restrained creatures can make Strength check to break free. Highly flammable.)
Lesser Restoration
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BACKGROUND
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Origin: Guild Artisan
Feature: Guild Membership
Personality Trait: I can work out anything with logic.
Ideal: I’m committed to the people I care about, not to ideals (Neutral)
Bond: My only remaining order is the protection of Bronwyn.
Flaw: I am insecure about being defective