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Sweegy One

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Ayssa Cyan 
Acolyte of the Great Machine  ...Goliath Artificer 1 

 

portrait[img2=200]https://www.myth-weavers.com/attachment.php?attachmentid=103730&d=1646216752[/img2]

sheet link[url=https://ddb.ac/characters/67833614/OI8zfe]Character Sheet[/url]

AC : 15 | HP : 10/10 | Initiative :  +0 | 

Passive Perception : 13 | 

SkillsAthletics +4

Arcana +5

History +5

Investigation +5

Perception +3



STR 14 (+2)

DEX 10 (+0)

CON 14 (+2)

INT 16 (+3)

WIS 12 (+1)

CHA 10 (+0)





Crowbar

Portable Ram

Grappling Hook

Pitons + Hammer

Iron Spikes + Hammer



Bullseye Lantern (60 /120)



* Thieves' Tools 

Cartographer's Tools

Smith's Tools

Tinker's Tools

ConditionsConditions: Normal

Death Saves: 0/0

Spell Slots 1st : 2 / 2  (LR) | Stone's Endurance :  1/1 (SR) | Resist Cold 

Features :

...

Magical Tinkering

At 1st level, you learn 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:

 

The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

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.

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.

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.

 

Spellcasting

ARTIFICE 

You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders using mundane items or outlandish inventions.

 

Tools Required

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 chapter 5, “Equipment,” 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.

 

Cantrips (0-Level Spells)

At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.

 

When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

 

Preparing and Casting Spells

The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

 

You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

 

For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

 

You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your LIST. 

 

Spellcasting Ability

Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

 

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

 

Ritual Casting

You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

 

Artifice

THE MAGIC OF ARTIFICE

 

As an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you’re using a tool to perform the spell effect. If you cast cure wounds using alchemist’s supplies, you could be quickly producing a salve. If you cast it using tinker’s tools, you might have a miniature mechanical spider that binds wounds. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special.

 

The same principle applies when you prepare your spells. As an artificer, you don’t study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you’ll use to produce your effects. If you replace cure wounds with heat metal, you might be altering the device you use to heal—perhaps modifying a tool so that it channels heat instead of healing energy.

 

Such details don’t limit you in any way or provide you with any benefit beyond the spell’s effects. You don’t have to justify how you’re using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters.

 

Mountain Born

You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet.

 

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

 

Stone's Endurance

You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

 

Natural Athlete

You have proficiency in the Athletics skill.

 

Anachronistic Knowledge

Background : Anachronistic Knowledge

When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, or some other race. You apply double your proficiency bonus on History checks when the check is related to knowledge from ancient times. You either lived in those times or they were recent history to you.

 

Languages : Common, Morphoi, Rune Tongue 

 

ATTACKS 

[TABLE=4,2][R=1,1][size=4][B]Weapon[/B][/size]

[R=2,1][B][size=4]To Hit[/size][/B]

[R=3,1][B][size=4]Damage[/size][/B]

[R=4,1][B][size=4]Type/(Range)[/size][/B]

[R=1,2]Forcestaff [OOC="* *"](Arcane Focus) (Quarterstaff) [/OOC]

[R=2,2]+4

[R=3,2]1d6 +2 Blunt

[R=4,2][OOC="Melee"]Bludgeoning, Melee, Versatile [/OOC]

[R=1,2]Handaxe

[R=2,2]+4 (20/60)

[R=3,2]1d6 +2 Slash

[R=4,2][OOC="Thrown"]Slashing (20/60), Light, Thrown, Melee[/OOC]

[R=1,2]Javelin

[R=2,2]+4 (30/120)

[R=3,2]1d6 +2 Pierce

[R=4,2][OOC="Thrown"]Piercing (30/120), Thrown, Melee[/OOC]

[R=1,2]Light Xbow

[R=2,2]+2 (80/320)

[R=3,2]1d8 Pierce

[R=4,2][OOC="Ranged"]Piercing (80/320), Ranged, Ammunition, Loading, 2 Handed [/OOC]

[R=1,2][COLOR="darkcyan"]Ice Bolt[/COLOR] [OOC="* *"] Ray of Frost 

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

 

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).[/OOC]

[R=2,2]+5 [OOC="(60 ft) "]CANTRIP, INTELLIGENCE, 

Casting Time:1 action

Range/Area:60ft.

Components:V, S

Duration:Instantaneous

[STRIKE]Notes: Ignore Soft Cover E. A. F.[/STRIKE]

Source:PHB, pg. 271 [/OOC] 

[R=3,2]1d8 [COLOR="darkcyan"]Cold[/COLOR]

[R=4,2][OOC="Cantrip"]ARTIFICER CANTRIP, INTELLIGENCE, 60[/OOC]

[R=1,2][COLOR="DARKORANGE"]Incendiary Bolt[/COLOR] [OOC="* *"] Create Bonfire

You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.

 

The bonfire ignites flammable objects in its area that aren’t being worn or carried.

 

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

[/OOC]

[R=2,2]DC 13 DEX Save [OOC="(60 ft) "]CANTRIP, INTELLIGENCE, 

 

Casting Time:1 action

Range/Area:60ft./5ft.

Components:V, S

Duration:Concentration, up to 1 minute

Source:EE, pg. 152 

 [/OOC] 

[R=3,2]1d8 [COLOR="darkorange"]Fire[/COLOR]

[R=4,2][OOC="Cantrip"]ARTIFICER CANTRIP, INTELLIGENCE, 60[/OOC] 

[/TABLE]

 

 

...

Conversion WIP

...

 

 

[hr][/hr] 

Ayssa nodded, listening as they walked back in a predictably unpredictable manner.  

 

[B][COLOR="darkcyan"]"  I am far from home myself, having originally begun this journey in the Northland, the home of my father.  [/COLOR][/B] 

 

 [COLOR="darkcyan"][i] True enough, yet; will I ever feel at home myself, until I find the land of my mother's people?"[/I] [/COLOR]

 

Such was the burden of the Timelost. To be cast adrift on oceans of time. 

 

[SPOILER="Mechanics - - -"] 

[floatRIGHT]

[/floatRIGHT]  [floatRIGHT]

[ooc=Cantrips]Cantrips :

Ray of Frost ([COLOR="darkcyan"]Ice Bolts[/COLOR]) 

Create Bonfire ([COLOR="darkorange"]Incendiary Bolt[/COLOR]) 

[/ooc]

[ooc=Prepared Spells][B][U]Prepared[/U][/B] 

Absorb Elements 

Cure Wounds 

Sanctuary  

[/ooc]

[ooc=Known Spells][B]Known Spells[/B]

 

[B][U]Artificer Level 1 [/U][/B]

Absorb Elements

Alarm

Catapult

Cure Wounds

Detect Magic

Disguise Self

Expeditious Retreat

Faerie Fire

False Life

Feather Fall

Grease

Identify

Jump

Longstrider

Purify Food and Drink

Sanctuary 

Snare

[/ooc]

[/floatRIGHT]

Move :

Action :

Bonus :

Manipulate :

 

Concentration : 

 

 

[/SPOILER] 

[CENTER][IMG2=75]https://www.myth-weavers.com/attachment.php?attachmentid=103623&d=1645698024[/IMG2][/CENTER]

 

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Edited by Sweegy One (see edit history)
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