Difference between revisions of "Spinworlds 5e Marque Vranilde"

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(CHARACTER SHEET)
(CHARACTER SHEET)
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TOOLS: Carpenter's tools, Cartographer’s tools, Smith's tools, Thieves tools, Tinker's tools, Vehicles (space)
 
TOOLS: Carpenter's tools, Cartographer’s tools, Smith's tools, Thieves tools, Tinker's tools, Vehicles (space)
  
'''PROFICIENCIES''': Armor - Light, Medium, Heavy, Shields; Weapons - Simple weapons; Tools - Thieves tools, Tinker's tool, one artisan tools</br>
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'''PROFICIENCIES''': '''''Armor''''' - Light, Medium, Heavy, Shields; '''''Weapons''''' - Simple weapons; '''''Tools''''' - Thieves tools, Tinker's tool, one artisan tools</br>
  
'''FEAT''': Spell Sniper - When you cast a spell that requires you to make an attack roll, the spell's range is doubled. Your ranged spell attacks ignore half cover and three-quarters cover. Wizard Cantrip Know: Firebolt (Casting Time: 1 action, Range: 120ft (x2), Deals 1d10 fire damage on a hit)
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'''FEAT: Spell Sniper''' - When you cast a spell that requires you to make an attack roll, the spell's range is doubled. Your ranged spell attacks ignore half cover and three-quarters cover. Wizard Cantrip Know: Firebolt (Casting Time: 1 action, Range: 120ft (x2), Deals 1d10 fire damage on a hit)
  
 
'''EQUIPMENT''': Scale mail armor (AC 14, Disadvantage with Stealth), Shield, Dagger (Damage 1d4 piercing, Wt. 1, Properties: Finesse, Light, Thrown 20/60), Spear (Damage 1d6 piercing, Wt. 3 lb.; Properties: Thrown range 20/60, versatile 1d8), Light Crossbow (Damage 1d8 piercing, Wt. 5 lb.; Properties: Ammunition range 80/320, loading, two-handed), with 20 bolts, thieves’ tools and a dungeoneer’s pack, a set of well-loved carpenter's tools, a blank book, 1 ounce of ink, an ink pen, a set of traveler's clothes, and a leather pouch with 9 gp
 
'''EQUIPMENT''': Scale mail armor (AC 14, Disadvantage with Stealth), Shield, Dagger (Damage 1d4 piercing, Wt. 1, Properties: Finesse, Light, Thrown 20/60), Spear (Damage 1d6 piercing, Wt. 3 lb.; Properties: Thrown range 20/60, versatile 1d8), Light Crossbow (Damage 1d8 piercing, Wt. 5 lb.; Properties: Ammunition range 80/320, loading, two-handed), with 20 bolts, thieves’ tools and a dungeoneer’s pack, a set of well-loved carpenter's tools, a blank book, 1 ounce of ink, an ink pen, a set of traveler's clothes, and a leather pouch with 9 gp

Revision as of 11:49, 29 May 2022

Back to Spinworlds 5e WIKI

Marque Vranilde

CLASS: Artificier
HD: 3d8

Class Featurea

Magical Tinkering: 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 - (a) The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet; (b) 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; (c) 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; (d) 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).

Infusions and Spellcasting: Infused Items 2, Cantrips 2, 1st level Spells: 3

Spellcasting: When you cast spells you channeling the magic through objects. 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 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. Spellcasting Ability: Intelligence. Spell Saving Throws DC 13. Spell Attack Bonus +5 Ritual Casting: You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Cantrips: Firebolt, Mending, Shocking Grasp
1st level Spells: Absorb Elements, Cure Wounds, Detect Magic, Faerie Fire, Thunderous Smite

Infusing Items: you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items. 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. 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. Infusions Know: 4

  • Enhanced Arcane Focus (Item: A rod, staff or wand; requires attunement) - While holding this item, a creature gains +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack. The bonus increases to +2 when you reach 10th level in this class.
  • Enhanced Defense (Item: A suit of armor or a shield) - A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item. The bonus increases to +2 when you reach 10th level in this class.
  • Enhanced Weapon (Item: A simple or martial weapon) - This magic weapon grants a +1 bonus to attack and damage rolls made with it. The bonus increases to +2 when you reach 10th level in this class.
  • Replicate Magic Item - Using this infusion, you replicate a particular magic item. Goggles of Night (Item: Goggles, Requires Attunment: No)

The Right Tool for the Job: 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.

Artificier Specialization: Mastermaker

Tools of Integration: you gain proficiency with heavy armor and smith’s tools.
Mastermaker Spells: These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Absorb Elements, Thunderous Smite

Prosthesis Expertise: whenever you finish a long rest, you can touch a nonmagical object and imbue it with your power, creating a permanent magical item that replaces a lost limb—a hand, arm, foot, leg, or similar body part. While the prosthetic is attached, it functions identically to the part it replaces. The wearer can detach or reattach it as an action, and it can’t be removed against the wearer’s will. It detaches if the wearer dies.
Battlefist: you replace one of your arms with a battlefist, a magical prosthetic you created. Your battlefist is a simple melee weapon, and you can use it as a spellcasting focus for your artificer spells. While your battlefist is a magical weapon, it can be infused as if it were a nonmagical weapon. When you attack with your battlefist, you can use your Intelligence modifier instead of Strength for the attack roll. If you hit with it, you deal bludgeoning damage equal to 1d10 + your Strength or Intelligence modifier. At 9th level, the damage dealt by your battlefist increases to 2d10 + your Strength or Intelligence modifier. Additionally, you can choose one of the following weapon properties to add to your battlefist: finesse, thrown (range 20/60), or reach. When you finish a long rest, you can replace this property with a different weapon property from the list.

Race & Background

RACE: Human (Variant, Skill: Nature, Feat: Spell Sniper)

BACKGROUND: Shipwright
Skill Proficiencies: History, Perception
Tool Proficiencies: Carpenter's tools, Vehicles (space)
Feature: I'll patch it!
Provided you have carpenter's tools and wood, you can perform repairs on a water vehicle. When you use this ability, you restore a number of hit points to the hull of a water vehicle equal to 5 × your proficiency modifier. A vehicle cannot be patched by you in this way again until after it has been pulled ashore and fully repaired.

CHARACTER SHEET

HP: 21
AC: 18 (scale mail +shield)
ABILITY SCORES: Strength 10, Dexterity 14, Constitution 12, Intelligence 16, Wisdom 13, Charima 10
(+1 to Dex and Int)
SAVING THROWS: Constitution +3, Intelligence +5

SKILLS: Arcana +5, History +5, Investigation +5, Nature +5, Perception +3 TOOLS: Carpenter's tools, Cartographer’s tools, Smith's tools, Thieves tools, Tinker's tools, Vehicles (space)

PROFICIENCIES: Armor - Light, Medium, Heavy, Shields; Weapons - Simple weapons; Tools - Thieves tools, Tinker's tool, one artisan tools

FEAT: Spell Sniper - When you cast a spell that requires you to make an attack roll, the spell's range is doubled. Your ranged spell attacks ignore half cover and three-quarters cover. Wizard Cantrip Know: Firebolt (Casting Time: 1 action, Range: 120ft (x2), Deals 1d10 fire damage on a hit)

EQUIPMENT: Scale mail armor (AC 14, Disadvantage with Stealth), Shield, Dagger (Damage 1d4 piercing, Wt. 1, Properties: Finesse, Light, Thrown 20/60), Spear (Damage 1d6 piercing, Wt. 3 lb.; Properties: Thrown range 20/60, versatile 1d8), Light Crossbow (Damage 1d8 piercing, Wt. 5 lb.; Properties: Ammunition range 80/320, loading, two-handed), with 20 bolts, thieves’ tools and a dungeoneer’s pack, a set of well-loved carpenter's tools, a blank book, 1 ounce of ink, an ink pen, a set of traveler's clothes, and a leather pouch with 9 gp

Personality

Alignment: Choatic Good
Personality: I'm extremely fond of puzzles.
Ideal: Hope. The horizon at sea/space holds the greatest promise.
Bond: I repair broken things to redeem what's broken in myself.
Flaw: I don't know when to throw something away. You never know when it might be useful again.

Backstory