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Albrecht d'Cannith
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Albrecht d'Cannith - CG male human (mark of making) artificer Background: House Agent (some traits from Soldier) Height: 5' 8" Weight: 170 pounds Pers. Trait: I've lost too many friends, and I'm slow to make new ones. Ideal: Innovation. Abandon old traditions and find better ways to do things. Bond: I fight for those who cannot fight for themselves. Flaw: My beliefs aren't widespread in my house. Strength 10 (+0) Dexterity 14 (+2) Constitution 15 (+2) Intelligence 16 (+3) Wisdom 8 (-1) Charisma 12 (+1) AC: 18 (16 w/o shield) HP: 24/24 Speed: 30β Proficiency: +2 Melee Attack: +6 Warhammer, 1d8+4 or 1d10+4 two-handed; +2 1d8/10 when not enhanced Melee Attack: +6 Glaive, 1d10+4; +2, 1d10 when not enhanced Melee or Ranged Attack: +4 Dagger, 1d4+2 Ranged Attack: +6 Light Crossbow, 1d8+4; +4, 1d8+2 when not repeating Spell Save DC: 13 Spell Attack: +5 Spell Slots: 3/3 1st-level Cantrips: fire bolt, guidance, mending Spells Prepared: absorb elements, alarm, cure wounds, heroism, sanctuary, shield Saving Throws Constitution +4 Intelligence +5 Languages Common Orcish Proficiencies Light armor, medium armor, shields Simple and martial weapons Alchemist's supplies, cook's utensils, shawm (musical instrument), smith's tools, thieves' tools, tinker's tools, woodcarver's tools Skills Arcana +5 +1d4 Investigation +5 Perception +1 Persuasion +3 Disadvantage to Stealth Traits Artisan's Intuition: When Albrecht makes an Arcana check or an ability check using artisan's tools, he can roll a d4 and add the number rolled to the ability check. Spellsmith: Albrecht can cast magic weapon with this trait. When he does so, the spell lasts for 1 hour and doesn't require concentration. Once he casts the spell with this trait, he can't do so again until he finishes a long rest. Intelligence is his spellcasting ability for this spell. Spells of the Mark: Tenser's floating disc and conjure barrage are added to the Artificer spell list for Albrecht Features House Connections: As a member of House Cannith, Albrecht can always get food and lodging for himself and his friends at a house enclave. When the house assigns him a mission, it will usually provide him with the necessary supplies and transportation. Beyond this, he has many old friends, mentors, and rivals in his house, and he may encounter one of them when he interacts with a house business. The degree to which such acquaintances are willing to help him depends on his current standing in his house. Magical Tinkering: As an action while holding artisan's tools, Albrecht can give a Tiny nonmagical object a magical property--shedding light, recording a message, continuously emitting an odor or nonverbal sound, or a static visual effect. These properties last indefinitely, but he can end it early as an action while touching the object. He can have up to three such objects; if he creates a fourth, the oldest fades. Spellcasting: Albrecht must use a focus for all spells, even those that don't have material components. He can use thieves' tools, artisan's tools, or Infused Items he created as a focus. He prepares 1/2 his level + his Intelligence modifier (4) spells from the artificer spell list, and can cast rituals as long as he has the spell prepared. Infuse Item: When he finishes a long rest, Albrecht can touch one or two nonmagical items and turn them into magic items. If the item requires attunement, he can attune instantly while infusing the item. They last indefinitely, but they fade 3 days (Int mod) after he dies, or immediately if he creates a third item. Albrecht knows Enhanced Weapon (currently on warhammer), Replicate Magic Item: Cap of water breathing (currently in use), Replicate Magic Item: Goggles of Night, and Replicate Magic Item: Sending Stones. The Right Tool for the Job: Albrecht has learned how to produce exactly the tool he needs: with tinker's tools in hand, he can magically create one set of artisan's tools in an unoccupied space within 5 feet of him. 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 he uses this feature again. Artificer Specialist (Battle Smith): Albrecht always has heroism and shield prepared. They don't count against his prepared spells. Battle Ready: When Albrecht attacks with a magic weapon, he can use his Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. Steel Defender: Albrecht has a Steel Defender. It acts on his Initiative count immediately after his turn. It can move and use its Deflect Attack reaction on its own, but takes the Dodge action unless Albrecht uses a bonus action to command it. If he does so, it can take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search actions. It regains 2d6 hp if mending is cast on it. If it has died within the last hour, Albrecht can use smith's tools as an action to revive it, provided he is within 5 feet of it and he expends a spell slot of 1st level or higher; it returns to life in 1 minute with all its hit points restored. He can also recreate it at the end of a long rest if he has smith's tools. Gear Set of fine clothes (6 lb) Set of traveler's clothes (4 lb) Cannith signet ring Identification papers Shield; currently emits pleasing floral scent (Magical Tinkering) (6 lb) two daggers (2 lb) light crossbow with 20 bolts (5 lb) warhammer (2 lb) (currently infused with Enhanced Weapon) glaive (6 lb) scale mail (45 lb) thieves' tools (1 lb) dungeoneer's pack (backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days' rations, waterskin, 50 ft hempen rope) (61.5 lb; carried by Bastion) cook's utensils (8 lb; carried by Bastion) Tinker's Tools (10 lb) Shawm (musical instrument) (1 lb) Winged Boots Cap of Water Breathing (impermanent; infused item) Smith's Tools (impermanent; TRTftJ feature) (8 lb) Purse with pebbles (for Magical Tinkering); one currently sheds light Purse with 20 gp 96 lb carried
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