- 1 Statistics
- 2 Actions
- 3 Class Abilities
- 4 Feats
- 5 Spells
- 6 Equipment
- 7 Role Playing
- 8 Character Sheet
Armor Class 17 (Half Plate)
Hit Points 43 (5d8+15)
Speed 30 ft.
STR 9 (-1), DEX 18 (+4), CON 17 (+3), INT 18 (+4), WIS 11 (+0), CHA 13 (+1)
Saving Throws Con +6, Int +7
Skills Arcana +7, Insight +3, Investigation +7, Nature +7, Persuasion +4
Senses darkvision 60 ft., passive Perception 10
Languages Common, Dwarvish, Goblin
Tools Alchemist's Supplies +6, Smith's Tools +6, Thieves' Tools +6, Tinker's Tools +6, Woodcarver's Tools +3
Martial Training. You are proficient with two martial weapons of your choice and with light armor. Spiked Chain (whip) and Heavy Crossbow
Saving Face. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.
Thunder Cannon Rifle Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target.
Hit: 2d6+4 piercing damage.
Thunder Cannon Pistol Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target.
Hit: 2d4+4 piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +7 to hit, range 100 ft./400 ft., one target.
Hit: 1d10+4 piercing damage.
Spiked Chain. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 1d4+4 slashing damage.
Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 1 bludgeoning damage.
At 1st level, you forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy. There are three size variations on this firearm found in the table below. All firearms produce a sound resembling thunder when fired and can be heard 400 feet away.
You are proficient with the firearm. Once fired, it requires a bonus action to reload. If you roll a 1 on an attack roll with a firearm, the gun misfires and is inoperable until you spend an action to repair it. This requires a successful tinker tools check with a DC of 12. If you fail this check, the gun is inoperable until you finish a short or long rest with access to your tinker tools.
- Integrated Magazine Fire up to 2 rounds from your Thunder Cannon without reloading. This number goes up at higher levels, 4 shots per reload at Artificer level 7, and 6 shots at Artificer level 11.
- Advanced Rifling Attacks with Thunder Cannon score critical hits on rolls of 19 or 20. At Artificer level 13, the Thunder Cannon also scores a critical hit on a roll of 18.
Can have 4 specialty bullets at one time per type.
- Mushroom Bullet Damage is halved and changed to non-lethal. Also, target must succeed on a Constitution Save or be stunned for 2d4 rounds. The target can attempt to save from this effect again at the end of each turn.
- Chromatic Rounds Choose ammo damage type at creation from acid, cold, fire, or lightning.
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. If the spell requires concentration, the creature that activates the item maintains the concentration as if they had cast the spell.
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.
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
- Your ranged weapon attacks ignore half cover and three-quarters cover.
- Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
Level 1 (3 Slots)
- Cure Wounds
- Detect Magic
- Expeditious Retreat
- Identify (material component not required)
- Shield of Faith
Heavy Crossbow, Spiked Chain, Thunder Cannon Pistol, Thunder Cannon Rifle
- Cloak of Billowing
- Clockwork Amulet
- Cloth of Cleaning
- Lantern of Revealing
- Potion of Healing (x3)
- Sending Stones
- Winged Boots (Attuned)
arcane magazine, alchemist's supplies, backpack, bedroll, brewer's supplies, crowbar, mess kit, rations (10), rope, hempen (50 feet), shovel, smith's tools, tent, two-person, tinderbox, tinker's tools, torch (10), waterskin, woodcarver's tools
125 gp, 2 sp, 7 cp
Commitment - Nothing great is achieved without commitment to hard work and fair play. I have no interest in working with those that do not share my commitment.
Perfectionist - I'm a perfectionist in my trade. Anything worth doing is worth doing right.
Community - Civilization would be better off if civilized people made it their duty to strengthen the bonds of community and security.
Forging - I am the person I am today because my guild forged me and for that I owe them a great debt.
Jealous - I am defensive of my handiwork and jealous of anyone who can outshine my work. I'm always surrounded by rivals.
Gunsmiths - Smiths, Tinkerers, and metal-forgers that create exotic weapons