Name:
Theodora
Name:
Theodora
Race:
Gnome
Class:
Artificer
Level:
12
Hitpoints:
167
Gender:
Female
Age:
44
Height:
3'4
Alignment:
Neutral Good
Weight:
44lbs
Ability Name | Ability Score | Ability Modifier | Temporary Score | Temporary Modifier |
STR | 9 | -1 | ||
---|---|---|---|---|
DEX | 14 | +2 | ||
CON | 18 | +4 | ||
INT | 20 | +5 | ||
WIS | 12 | +1 | ||
CHA | 10 | 0 |
Proficient | Saving Throws | Total | Base | Ability | Magic | Misc | Temporary |
Strength | +4 | 0 | +4 | +0 | +0 | ||
---|---|---|---|---|---|---|---|
Dexterity | +1 | 0 | +1 | +0 | +0 | ||
Constitution | +9 | +5 | +4 | +0 | +0 | Intelligence | +10 | +5 | +5 | +0 | +0 |
Wisdom | +1 | 0 | +1 | +0 | +0 | ||
Charisma | +0 | 0 | +0 | +0 | +0 |
Skill Name | Ability | Skill Modifier | Ability Modifier | Proficiency Modifier | Misc Modifier | |
---|---|---|---|---|---|---|
Acrobatics | DEX | 1 = | 1 + | 0 + | ||
Animal Handling | WIS | 1 = | 1 + | 0 + | ||
Arcana | INT | 10 = | 5 + | 5 + | ||
Athletics | STR | 4 = | 4 + | 0 + | ||
Deception | CHA | 0 = | 0 + | 0 + | ||
History | INT | 10 = | 5 + | 5 + | ||
Insight | WIS | 1 = | 1 + | 0 + | ||
Intimidation | CHA | 0 = | 0 + | 0 + | ||
Investigation | INT | 10 = | 5 + | 5 + | ||
Medicine | WIS | 1 = | 1 + | 0 + | ||
Nature | INT | 10 = | 5 + | 5 + | ||
Perception | WIS | 1 = | 1 + | 0 + | ||
Performance | CHA | 0 = | 0 + | 0 + | ||
Persuasion | CHA | 0 = | 0 + | 0 + | ||
Religiion | INT | 5 = | 5 + | 0 + | ||
Sleight of Hand | DEX | 1 = | 1 + | 0 + | ||
Stealth | DEX | 1 = | 1 + | 0 + | ||
Survival | WIS | 1 = | 1 + | 0 + |
Mace |
Hand | Type | Size | Critical | Reach |
---|---|---|---|---|---|
Primary | B | S | 20/x2 | 5ft. | |
To Hit | +11 | Damage | 1d6+6 |
Shortbow |
Hand | Type | Size | Critical |
---|---|---|---|---|
Primary | P | S | 20/x0 | |
Range | 80ft.* | 320ft.* | ||
Bonus | +8 | +8(Disadvantage) | ||
DAM | 1d6+3 | 1d6+3 |
Chain Shirt |
Type | Armor Bonus | Max Dex |
---|---|---|---|
+3 | +2 | ||
Check Penalty | Spell Failure | Special Properties | |
+0 | 0 |
Shield |
Type | Armor Bonus |
---|---|---|
Full | +2 | Special Properties |
+2 |
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 w ere bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Whenever you make a History check related to magic items, alchemical objects, ar technological devices, you can add twice your proficiency bonus (10), instead of any proficiency bonus you normally
You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
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.
You can speak, read, and write Common, Dwarvish, Elvish, and Gnomish
My life's work is a series of tomes related to a specific field of lore.
I am easily distracted by the promise of information.
There's nothing I like more than a good mystery.
I am horribly, horribly awkward in social situations.
Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found your way to one of Faerun's great institutes of learning , where you were apprenticed and taught that knowledge is a more valuable treasure than gold or gems. Now you are ready to leave your home- not to abandon it, but to quest for new lore to add to its storehouse of knowledge.
The most well known of Faerun's fonts of knowledge is Candlekeep. The great library is always in need of workers and attendants, some of whom rise through the ranks to assume roles of greater responsibility and prominence. You might be one of Candlekeep's own, dedicated to the curatorship of what is likely the most complete body of lore and history in all the world.
Perhaps instead you were taken in by the scholars of the Vault of the Sages or the Map House in Silverymoon, and now you have struck out to increase your knowledge and to make yourself available to help those in other places who seek your expertise. You might be one of the few who aid Herald's Holdfast, helping to catalogue and maintain records of the information that arrives daily from across Faerfin.
Skill Proficiencies: History, plus your choice of one from among Arcana, Nature, and Religion Languages: Two of your choice Equipment: The scholar's robes of your cloister, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 10 gp
You have proficiency with tinker's tools. Using those tools, you can spend 1 hour and 10 gp worth of materiaIs 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 materiaIs 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 or person, such as a frog, mouse, bird, 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 something like 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.
Proficient with Artisan Tinker's Tools.
At 1st level, you learn how to invest a spark of magic in objects that would otherwise be mundane. To use this ability, you must have thieves’ tools, tinker’s tools, or other artisan’s tools in hand. You thentouch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell Attack DC = your proficiency bonus + your Intelligence modifier
At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.
Starting at 3rd level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn, but one of the attacks must be made with a magic weapon, the magic of which you use to propel the attack
At 10th level, you gain the ability to make sure you have the right magical tool for a job. Whenever you finish a short or long rest, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.
By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools.
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Artificer Levels | Spells |
---|---|
3rd | Purify food and drink, ray of sickness |
5th | Melf’s acid arrow, web |
9th | create food and water, stinking cloud |
13th | blight, death ward |
At 3rd level, you learn ancient methods for magically creating a special homunculus that is formed by alchemical substances.
Whenever you finish a long rest and your alchemist’s supplies are with you, you can form this homunculus in an unoccupied space within 5 feet of you. If you already have a homunculus from this feature, the first one immediately dies.
The homunculus is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Alchemical Homunculus stat block. You determine the homunculus’s appearance, which includes wings and bits of alchemical equipment. Some alchemists prefer mechanical-looking birds, whereas others like winged vials or miniature cauldrons.
In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help action.
If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your alchemist’s supplies as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The homunculus returns to life with all its hit points restored.
At 6th level, your command of magical chemicals has become masterful, enhancing the healing and damage you create through them. When you cast a spell using your alchemist’s supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).
In addition, you can cast lesser restoration without expending a spell slot, provided you use alchemist’s supplies as the spellcasting focus. You can do so a number of times per day equal to your Intelligence modifier (minimum of once)
By 14th level, you have been exposed to so many chemicals and unlocked their secrets that they pose little risk to you, and you can use them to quickly end certain ailments. You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition.
In addition, you can cast greater restoration once without expending a spell slot and without providing the material component, provided you use alchemist’s supplies as the spellcasting focus. You regain the ability to do so when you finish a long rest
Abilities
Proficiencies
Skills
Inventory
Spells