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Kai

Alchemist Artificer 3 Class & Level
Student of Magic Background
Fire genasi Race
Neutral Good Alignment

Strength 11
+0
Dexterity 14
+2
constitution 16
+3
intelligence 16
+3
wisdom 12
+1
charisma 11
+0
Total Hit Dice 3
Hit Die
1d8+3
+2 proficiency bonus
+0 Strength
+0 Dexterity
+2 Constitution
+2 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+1 Animal Handling
+4 Arcana
+0 Athletics
+0 Deception
+3 History
+1 Insight
+4 Intimidation
+3 Investigation
+1 Medicine
+3 Nature
+3 Perception
+0 Performance
+0 Persuasion
+5 Religion
+2 Sleight of Hands
+2 Stealth
+1 Survival
skills

 
14
Armor Class
29
Hit Points
+2
Initiative
30ft
Speed
WeaponAttackDamage
Dagger 1d20+4 1d4+2
Great Club 1d20+4 1d8+2
Light Crossbow 1d20+4 1d8+2
Attacks
Languages: Common, Primordial
Tools: Alchemist's Supplies, tinker’s tools, thieves’ tools
Weapons: simple weapons
Armor: Light armor, medium armor, shields
Proficiences
Spell save DC: 14
Spell attack modifier: +5
Spellcasting
great club
dagger
a light crossbow and 20 bolts
scale mail
thieves’ tools and a dungeoneer’s pack
Equipment
- Darkvision: 60 feet and everything looks red
  • Fire resistance: take 1/2 damage from fire
  • Can cast Burning Hands once per long rest (CON is spell casting ability)
  • Magical Tinkering: Up to 2 objects can be affected
  • The Right Tool for the Job: make a set of tools every long rest, needs 1 hour of work
  • Experimental Elixir: Check table, 1 per long rest expend spell slots for extra
  • Infuse Item: 2 max infusions
  • 4 infusions: Homunculus Servant, Alchemy Jug, Sending Stones, Returning Weapon
    Features & Traits

    Heroes Enabled

    The statblocks of your Weapons, armor and other important/magical equipment

    The statblocks of your class features

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    PHB

    Guidance

    0-level (Cantrip) Divination

    Casting Time 1 Action
    Range Touch
    Duration Concentration, Concentration, up to 1 minute
    Components V S

    You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

    Class(es): Cleric, Druid

    PHB pg 256

    Mage Hand

    0-level (Cantrip) Conjuration

    Casting Time 1 action
    Range 30 Feet
    Duration 1 minute
    Components VS

    A spectral, floating hand appears at a point you choose within range. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.

    Class(es): Bard, Sorcerer, Warlock, Wizard

    PHB

    Prestidigitation

    0-level (Cantrip) Transmutation

    Casting Time 1 Action
    Range 10ft
    Duration Up to 1 hour
    Components V, S

    This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

    • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
    • You instantaneously light or snuff out a candle, a torch, or a small campfire.
    • You instantaneously clean or soil an object no larger than 1 cubic foot.
    • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
    • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
    • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
    If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

    Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard, Fighter (Arcane Archer), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Level 1 Spells

    UA

    Arcane Weapon

    1-level Transmutation

    Casting Time 1 bonus action
    Range Self
    Duration Concentration, Concentration, up to 1 hour
    Components V, S

    You channel arcane energy into one simple or martial weapon you’re holding, and choose one damage type: acid, cold, fire, lightning, poison, or thunder. Until the spell ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. If the weapon isn’t magical, it becomes a magic weapon for the spell’s duration. As a bonus action, you can change the damage type, choosing from the options above.
    At higher levels: At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 8 hours.

    Class(es): Artificer

    Player's Handbook

    Feather Fall

    1-level Transmutation

    Casting Time 1 reaction (upon you or a creature within 60 feet of you falls)
    Range 60 feet
    Duration 1 minute
    Components V,M (a feather or piece of down)

    Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

    Class(es): Artificer, Bard, Sorcerer, Wizard

    D&D 5e PHB Page 230

    Cure Wounds

    1-level Evocation

    Casting Time 1 action
    Range Touch
    Duration Instantaneous
    Components V, S

    A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

    Class(es): Bard, Cleric, Druid, Paladin, Ranger

    Player's Handbook

    Disguise Self

    1-level Illusion

    Casting Time 1 action
    Range Self
    Duration 1 hour
    Components V,S

    You make yourself – —including your clothing, armor, weapons, and other belongings on your person – —look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.   The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of som eone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

    Class(es): Artificer, Bard, Sorcerer, Wizard

    Statblocks for your Trinkets, businesses, building, castles, empires.


    Created by

    bunnycrazy.

    Statblock Type

    Character Sheet (Legacy)

    Link/Embed