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Chongxin (崇信)

The document outlines the character sheet for Chongxin, a Human/Calishite Artificer (Alchemist) with a background as a Simic Scientist. It details his abilities, skills, spellcasting capabilities, and features, including proficiency in alchemist supplies and various spells. Additionally, it provides information on his character traits, equipment, and background story, emphasizing his alignment as Neutral Good.

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0% found this document useful (0 votes)
6 views6 pages

Chongxin (崇信)

The document outlines the character sheet for Chongxin, a Human/Calishite Artificer (Alchemist) with a background as a Simic Scientist. It details his abilities, skills, spellcasting capabilities, and features, including proficiency in alchemist supplies and various spells. Additionally, it provides information on his character traits, equipment, and background story, emphasizing his alignment as Neutral Good.

Uploaded by

izmelsayseng
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Artificer [Alchemist] (3) Simic Scientist

CLASS & LEVEL BACKGROUND PLAYER NAME


Chongxin [ ] Human/Calishite Neutral Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
14 +2 30
-1 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

8 PERSONALITY TRAITS

Hit Point Maximum 15


-1 Strength
DEXTERITY
+2 Dexterity

+2 ●


+1 Constitution
+4 Intelligence
CURRENT HIT POINTS IDEALS

15 +2 Wisdom
0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

-1 +2 Acrobatics (Dex) SUCCESSES

9 3x(1d8+-1)
+2 Animal Handling (Wis) FAILURES

+4 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE Athletics (Str)
-1

+2 ●
0 Deception (Cha)
+4 History (Int)
NAME ATK BONUS DAMAGE/TYPE

15 +2 Insight (Wis)
Club +1 1d4-1 bludgeoning
Abacus
WISDOM ●
0 Intimidation (Cha)
+4 Investigation (Int)
Acid
+4 Medicine (Wis) Alchemist's
+2

+2 Nature (Int)
+2 Perception (Wis) Number of Supplies
14
0 Performance (Cha)
Attacks: 1 Book
CHARISMA
0 Persuasion (Cha)
+2 Religion (Int)
Bottle, glass
0 +2 Sleight of Hand (Dex) Clothes, common
11
+2 Stealth (Dex) Dungeoneer's
+2 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING


Pack
Ink
12 PASSIVE WISDOM (PERCEPTION)
CP Ink pen
SP
Oil
Tool Proficiencies: Alchemist's
Supplies; Thieves' Tools; Tinker's Paper
Tools EP
Pouch
Weapon Proficiencies: Simple
GP
10 Studded
Armor Proficiencies: Light; Medium;
Shields PP
Vial
Language Proficiencies: Common;
Deep Speech; Elvish;
Undercommon
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
20 5'7
AGE HEIGHT WEIGHT
Chongxin [ ] Black
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Artificer
Intelligence 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Mending
Resistance

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 3 7
EPAR
SPELL NAME
ED
PR

Catapult

Feather Fall
4
Healing Word

Identify
SPELLS KNOWN

Ray of Sickness

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

-----------Other Traits------------
Alchemist Spells. Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don't count against the number of
artificer spells you prepare.

Alchemist's supplies. You have proficiency with artisan's tools (Alchemist's supplies).

Enhanced Arcane Focus. Item: A rod, staff, or wand (requires attunement)

While holding this item, a creature gains a + 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.

Experimental Elixir. Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the
elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.
Creating an experimental elixir requires you to have alchemist supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.
When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask.
You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir
table.

EXPERIMENTAL ELIXIR
d6 Effect
1 Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier.
2 Swiftness. The drinker's walking speed increases by 10 feet for l hour.
3 Resilience. The drinker gains a +l bonus to AC for 10 minutes.
4 Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
5 Flight. The drinker gains a flying speed of 10 feet for 10 minutes.
6 Transformation. The drinker's body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.

Infuse Item. At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.

INFUSIONS KNOWN
When you gain this feature, pick four artificer infusions to learn, choosing from the "Artificer Infusions" section at the end of the class's description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the
Infusions Known column of the Artificer table.
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

INFUSING AN ITEM
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 (see "Attunement" in chapter 7 of the Dungeon Master's Guide).
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for
another one.
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 immediately ends, and then the new infusion applies.

Infusion: 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.

Infusion: Replicate Bag of Holding. Using this infusion, you replicate a particular magic item; a Bag of Holding. See the item's description in the Dungeon Master's Guide for more information about it, including the type of object required for its making and
whether it requires attunement.

Infusion: Returning Weapon. Item: A simple or martial weapon with the thrown property
This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder's hand immediately after it is used to make a ranged attack.

Magical Tinkering. At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have tinker's tools or other 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.

Optional Rule: Firearm Proficiency. The secrets of creating and operating gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master's Guide
and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.

Optional Rule: Multiclassing. If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose artificer as one of your classes.
Ability Score Minimum. As a multiclass character, you must have at least an Intelligence score of 1 3 to take a level in this class, or to take a level in another class if you are already an artificer.
Proficiencies Gained. If artificer isn't your initial class, here are the proficiencies you gain when you take your first level as an artificer: light armor, medium armor, shields, thieves' tools, tinker's tools.
Spell Slots. Add half your levels (rounded up) in the artificer class to the appropriate levels from other classes to determine your available spell slots.

Researcher. When you attempt to learn or recall a magical or scientific fact, if you don't know that information, you know where and from whom you can obtain it. Usually, this information comes from a Simic laboratory, or sometimes from an Izzet facility, a
library, a university, or an independent scholar or other learned person or creature. Knowing where the information can be found doesn't automatically enable you to learn it; you might need to offer bribes, favors, or other incentives to induce people to reveal
their secrets.

Your DM might rule that the knowledge you seek is secreted away in an inaccessible place, or that it simply can't be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

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

Simic Guild Spells. Prerequisite: Spellcasting or Pact Magic class feature

For you, the spells on the Simic Guild Spel1s table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)

Cantrip - acid splash, druidcraft


lst - detect poison and disease, expeditious retreat, jump
2nd - alter self, enhance ability, enlarge/reduce
3rd - gaseous form, water breathing, wind wall
4th - freedom of movement, polymorph
5th - creation.

Spell Slots at First Level. You have two 1st level spell slots at first level. These do not display properly until reaching level 2.

Spellcasting. 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. 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.

The Right Tool for the Job. At 3rd level, you learn how to produce exactly the tool you need: with tinker'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.you make that uses your proficiency with a tool.

Tool Proficiency. You have proficiency with one type of artisan's tools of your choice.

Tool Proficiency. When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

War Caster. You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.

When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that
creature.
Page 1

Mending Resistance Catapult


Artificer Cantrip Transmutation DC 12 Spell Mod Artificer Cantrip Abjuration DC 12 Spell Mod +4 Artificer Level 1 Transmutation DC 12 Spell Mod +4
+4
1 min Touch V,S,M Inst 1 Act. Touch V,S,M Conc, 1 min 1 Act. 60 ft S Inst
Two lodestones A miniature cloak

This spell repairs a single break or tear in an You touch one willing creature. Once before Choose one object weighing 1 to 5 pounds
object you touch, such as a broken chain link, the spell ends, the target can roll a d4 and add within range that isn’t being worn or carried.
two halves of a broken key, a torn cloak, or a the number rolled to one saving throw of its The object flies in a straight line up to 90 feet
leaking wineskin. As long as the break or tear choice. It can roll the die before or after in a direction you choose before falling to the
is no larger than 1 foot in any dimension, you making the saving throw. The spell then ends. ground, stopping early if it impacts against a
mend it, leaving no trace of the former solid surface. If the object would strike a
damage. This spell can physically repair a creature, that creature must make a Dexterity
magic item or construct, but the spell can't saving throw. On a failed save, the object
restore magic to such an object. strikes the target and stops moving. When the
object strikes something, the object and what
it strikes each take 3d8 bludgeoning damage.
At Higher Levels. When you cast this spell
using a spell slot of 2nd level or higher, the
maximum weight of objects that you can
target with this spell increases by 5 pounds,
and the damage increases by 1d8, for each slot
level above 1st.

Feather Fall Healing Word Identify (ritual)


Artificer Level 1 Transmutation DC 12 Spell Mod +4 Artificer Level 1 Evocation DC 12 Spell Mod +4 Artificer Level 1 Divination DC 12 Spell Mod +4
1 reAct. 60 ft V,M 1 min 1 B.A. 60 ft V Inst 1 min Touch V,S,M Inst
A small feather or piece of down A pearl worth at least 100 gp and an owl feather

Choose up to five falling creatures within A creature of your choice that you can see You choose one object that you must touch
range. A falling creature's rate of descent within range regains hit points equal to 1d4 + throughout the casting of the spell. If it is a
slows to 60 feet per round until the spell ends. your spellcasting ability modifier. This spell magic item or some other magic-imbued
If the creature lands before the spell ends, it has no effect on undead or constructs. At object, you learn its properties and how to use
takes no falling damage and can land on its Higher Levels. When you cast this spell using a them, whether it requires attunement to use,
feet, and the spell ends for that creature. spell slot of 2nd level or higher, the healing and how many charges it has, if any. You learn
increases by 1d4 for each slot level above 1st. whether any spells are affecting the item and
what they are. If the item was created by a
spell, you learn which spell created it. If you
instead touch a creature throughout the
casting, you learn what spells, if any, are
currently affecting it.

Ray of Sickness
Artificer Level 1 Necromancy DC 12 Spell Mod +4
1 Act. 60 ft V,S Inst

A ray of sickening greenish energy lashes out


toward a creature within range. Make a
ranged spell attack against the target. On a hit,
the target takes 2d8 poison damage and must
make a Constitution saving throw. On a failed
save, it is also poisoned until the end of your
next turn. At Higher Levels: When you cast
this spell using a spell slot of 2nd level or
higher, the damage increases by 1d8 for each
slot level above 1st.
Page 1 (reverse)

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