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Lawful Neutral True Neutral Chaotic Neutral
Lawful Evil Neutral Evil Chaotic Evil

Nimi: Vyth

Rotu: Lizardfolk
Taso: 8
Luokka: Artificer: Alchemist 8
Tausta: Clan Crafter
Kielet: Common, Draconic, Dwarvish.
Työkalut: Thieves' tools, Brewer's tools, Alchemist's tools, Poisoner's Kit


  • Ikä: 25
  • Pituus: 6,4 ft. (195 cm)
  • Paino: 221lb. (101 kg)
  • Silmien väri: Keltainen.
  • Ihonväri: Sininen.
  • Hiukset: N/A

Peronality Trait: I like to talk at length about my profession. I'm well known for my work, and I want to make sure everyone aprreciates it. I'm always taken aback when people haven't heard of me.

Ideals: It is the duty of all civilized people to strengthen the bonds of community and the security of civilization.

Bonds: One day I will return to my guild and prove that I am the greatest artisan of them all.

Flaws: I'll do anything to get my hands on something rare or priceless.

Ability Score:

Ability Score Proficiency Modifier Saving Throw
Strength 18 +4 +4
Dexterity 13 +1 +1
Constitution 16 +3 +6
Intelligence 20 +5 +9
Wisdom 14 +2 +2
Charisma 14 +2 +2

Muita statteja:

Speed 30 ft.
Armour Class 13+DEX (Armour: ) 13 + 1
Max HP 59 8 + 5*(5+2) + 2*(5+2)
Hit Dice 8d8
Proficiency Bonus +3
Passive Wisdom (Perception) 12 10 + 2 (WIS 14)
Maximum Carrying Weight 165 lb. 15 * 11
Lifting, Dragging, Pushing Weight 230 lb. 30 * 11


Skill Proficiency Modifier Ability Huomioita
Athletics +4 STR 18
Acrobatics +1 DEX 13
Sleight Of Hand +1 DEX 13
Stealth +4 DEX 13 Lizardman #1
Arcana +8 INT 20 Artificer #1
History +8 INT 20 Clan Crafter #1
Investigation +8 INT 20 Artificer #2
Nature +8 INT 20 Artificer #3
Religion +5 INT 20
Animal Handling +2 WIS 14
Insight +5 WIS 14 Clan Crafter #2
Medicine +2 WIS 14
Perception +2 WIS 14 Lizardman #2
Survival +2 WIS 14
Deception +2 CHA 14
Intimidation +2 CHA 14
Performance +2 CHA 14
Persuasion +2 CHA 14

Racialit ja Featuret

Tyyppi Ominaisuus Lyhyesti
Racial Ability Score Increase +2 CON, +1 WIS
Racial Bite Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Racial Cunning Artisan As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
Racial Hold breath You can hold your breath for up to 15 minutes at a time.
Background Respect of the Stout Folk Kääpiöt tykkää susta.

Ability Score Improvement Traitit:

Level Feat/Score Increase
Level 4 Artisan +2 INT
Level 8 Artisan Heavily Armoured

Artificer: Alchemist

Level Spells Learned
gunsmith cantrip mending
3 longstrider, shield of faith, cure wounds
5 jump

Artificer Specialist: Gunsmith

At 1st level, you choose the type of Artificer Specialist you are: Alchemist or Gunsmith, both of which are detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 9th, 14th, and 17th level.

Magic Item Analysis

Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.

Tool Expertise: Tinker's tools, Poisoner's kit, Smith's tools

Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.

Wondrous Invention

At 2nd level, you gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below. Crafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up. You complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level.

These magic items are detailed in the Dungeon
Master’s Guide.
2nd Level: sending stones
5th Level: alchemy jug

Infuse Magic

Starting at 4th level, you gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature. Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item. When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted. You can have a limited number of infused spells at the same time. The number equals your
Intelligence modifier.

Superior Attunement

At 5th level, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time. At 15th level, this limit increases to five magic items.

Mechanical Servant

At 6th level, your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.Select a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:

• It is a construct instead of a beast.
• It can’t be charmed.
• It is immune to poison damage and the poisoned condition.
• It gains darkvision with a range of 60 feet if it doesn’t have it already.
• It understands the languages you can speakwhen you create it, but it can’t speak.
• If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.

The servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.If the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work(eight hours each day) and 1,000 gp of raw materials.

Clockwork Allosaurus (Väärät statit)

Large construct, unaligned
Armour Class 14 (ring mail barding)
Hit Points 45
Speed 40
21 8 15 2 12 6

Damage Immunities poison
Condition Immunities poisoned, charmed
Senses Darkvision 60 ft. Passive Perception 11
Languages Understands Common, Celestial, Infernal, but cannot speak.

Charge. If the rhinoceros moves at least 20 feet straight forward a target and then hits it with a gore attack on the same turn, the target takes an extra 2d8 bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d8+5 bludgeoning damage.
Guardian. If the creator is the target of a melee attack and this servant is within 5 feet of the attacker, the creator can use a reaction to command this servant to respond, using a reaction to make a melee attack against the attacker.


Ase Attack Roll Damage Roll Range


Artificer Spell Save DC 8 + 5 + 3 = 18
Artificer Spell Attack Bonus 5 + 3 = 8
Spell Level Name Slots
Level 1 4
Level 2 - 2
Level 3 -
Level 4 -
Level 5 -
Level 6 -
Level 7 -
Level 8 -
Level 9 -


Raha Määrä Arvo Hopeassa
Kulta 0
Hopea 21 21
Kupari 0
Tina 0
Item Value Weight Other
Component Pouch 25 sp. 2 lb.
Military Saddle 20 sp. 30 lb.
Ring Mail Barding 120 sp. 80 lb.
Saddlebags 4 sp. 8 lb.
Rapier (Silvered) 125 sp. 2 lb.
Light crossbow - sp. 5 lb. Starting Equipment
20 Bolts - sp. 1.5 lb. Starting Equipment
Studded leather armour - sp. 13 lb. Starting Equipment
2 Daggers - sp. 2 lb. Starting Equipment
Thieves' Tools - sp. 1 lb. Starting Equipment
Smith's tools - sp. 8 lb. Background
Traveler's Clothes - sp. 4 lb. Background
10 Pitons - sp. 2.5 lb. Dungeoneer's Pack
Crowbar - sp. 5 lb. Dungeoneer's Pack
Hammer - sp. 3 lb. Dungeoneer's Pack
10 Rations - sp. 20 lb. Dungeoneer's Pack
Tinderbox - sp. 1 lb. Dungeoneer's Pack
Waterskin - sp. 5 lb. Dungeoneer's Pack
50 feet of Hempen Rope - sp. (10 lb.) Dungeoneer's Pack
Total: 99 sp. (Weight / Capacity): X lb. / X lb,
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