Character Behavior Notes
- She is chatty and witty, and enjoys bantering with Ike
- She puts on a confident and jokey front, but is quite nervous about adventuring and about her parents disapproval.
- She gets excited to talk about her own inventions, or to study others’
- Does NOT know combat tactics.
A naturalist and artificer. She has been working for the family in terms of searching out magical artifacts (maybe even studying the natural formation of magical resources or something), but has slowly been splitting off from the family tree for a while, inspired by Ike (unknown to him) to pursue her own paths and interests.
She is the only person in Ike’s family that he is close to. They grew up sharing a lot of conversations, and she was the person who came and comforted him when things got shitty in the family. They kept up contact pretty consistently throughout the years. She is hard and tough, but soft spoken. Ike would get into a lot of verbal fights with their parent’s and she would have a hard time sticking up for him in the moment, but would always be there for him afterwards.
Class Stats
AC: Breastplate (or +1 with infusion) = 14+2 = 16 AC AC Unarmored: (12 + cloak of protection) = 13 AC (+1 to saves) HP: 65
Int: 18 (Prof +4) Wis: 14 (Prof +4) Cha: 12 Con: 7 (Prof +2) Dex: 14 Str: 14
Species Features:
- Darkvision - 60ft
- Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
- Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Languages: elven, sylvan, common, draconic (some), dwarven (some)
Skills: Survival, Nature, Deception, Stealth, History, Insight
Weapons: Simple weapons
Gear:
- Dagger 1d4 + dex
- Portia’s Parrying Dagger: +2 to AC when using reaction to parry
- Quickfang Tanto: 1d6 + 1 + dex
- Brace Sling: 1d4 + 1 + dex
- Argo Armory “Maleficarum” (lightning launcher): 2d6 lightning (on first attack)
Inventory:
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Explorer’s Pack
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Tinkerer’s Tools (Prestige +1)
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Thieves tools 3x
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Healing Potion (4d4 + 4) 1x
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Elixir of Life
- Rare 2x - Rare: 50 GP - 4d8 + 8
- Uncommon 2x - Uncommon: 30 GP - 4d6 +6
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Graphene Superconductor tubes - 120 GP
Artificer: Armorer
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, Firearm Proficiency
Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand
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:
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The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
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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.
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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.
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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.
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.
Ritual Casting
You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared. http://dnd5e.wikidot.com/spells:artificer
Infuse Item (Max: 2 at once)
At 2nd level, you’ve gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.
Infusions Known
When you gain this feature, pick four artificer infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one. http://dnd5e.wikidot.com/artificer:infusions
Infusions Known:
- Enhanced Weapon: This magic weapon grants a +1 bonus to attack and damage rolls made with it.
- Enhanced Defence: A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.
- Mind Sharpener: The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item’s charges to succeed instead. The item regains 1d4 expended charges daily at dawn.
- Replicate Magic Item: Replicate any common magic item
Infusing an Item
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master’s Guide).
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.
If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.
The Right Tool for the Job
At 3rd level, you’ve learned how to produce exactly the tool you need: with thieves’ tools or artisan’s tools in hand, you can magically create one set of artisan’s tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.
Artificer Subclass: Armorer
Tools of the Trade
When you adopt this specialization at 3rd level, you gain proficiency with heavy armor. You also gain proficiency with smith’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Arcane Armor
Beginning at 3rd level, your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith’s tools in hand.
You gain the following benefits while wearing this armor:
- If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
- You can use the arcane armor as a spellcasting focus for your artificer spells.
- The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a body part it is replacing.
- You can doff or don the armor as an action.
The armor continues to be Arcane Armor until you don another suit of armor or you die.
Armor Model
Beginning at 3rd level, you can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.
Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.
You can change the armor’s model whenever you finish a short or long rest, provided you have smith’s tools in hand.
Guardian. You design your armor to be in the front line of conflict. It has the following features:
- Thunder Gauntlets. Each of the armor’s gauntlets counts as a simple melee weapon while you aren’t holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.
- Defensive Field. As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Infiltrator. You customize your armor for subtle undertakings. It has the following features:
- Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.
- Powered Steps. Your walking speed increases by 5 feet.
- Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.
Sorcerer: Naturalist
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
Metamagic: 4 Points daily, Max 8
Naturalist
As part of a long rest, a Naturalist can spend up to an hour gathering motes of magic from mana infused items from the environment to bolster their metamagic. They can gather a number of motes up to the number of sorcery points they would normally have at their level (alt: up to proficiency bonus) depending on how well their search goes.
Search Table - Multiplier x level rounded down
- 1-9: 0 infusions
- 10-15: 1/4 motes
- 16-20: 1/2 motes
- 20+ : 3/4 motes
- N
These motes are equivalent to sorcery points, but are not lost during a long rest. A Naturalist may carry a number of motes up to their level. (e.g. at level 4, a naturalist can have up to 8 sorcery points at a time) If more motes are gathered, the oldest ones lose their magic and become inert.
Natural Metamagic Augmentation
Heighened Enchantment: You can spend a gathered mote to increase the potency of a spell or magical effect which gives a modifier. By expending a mote, the caster may concentrate on the effect for a maximum of 1 minute and add a +1 to it. If the caster’s concentration is broken, the spell or magical effect is rendered completely inert for one minute, and the same spell cannot be cast on the same target for one minute.
- For example: Shield of Faith grants a +2 AC. Using this feature would increase the bonus to +3. If the caster’s concentration is broken, the spell is lost, and it cannot be cast again on the receiver for 1 minute.
Naturalist Spells
- Tier 1:
- Tier 3:
Spells:
http://dnd5e.wikidot.com/spells:sorcerer http://dnd5e.wikidot.com/artificer
Cantrips (4x + 2x)
Tier 1: (4x + 3x)
Tier 2: (3x)
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