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Vivian Sandstorm
DIR By: Vivian Sandstorm
Date: November 9, 2019, 8:31 pm
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[spoiler=Appearance][Img]
HTML https://i.pinimg.com/564x/6d/6a/41/6d6a41a7e7e6216d1b074c5894f00f6f.jpg[/img][/spoiler]
Name: Vivian Sandstorm
Epithet:
Race: Felis
Gender: Female
Age: 22
Height: 2'0"
Weight: 8.5lbs
Eyes: Blue
Skin: Fur
Hair: White & Tan
Language: Common, Elven
Personality: Infinitely inquisitive, always looking to learn
something new. She's loyal to her companions, but just as loyal
to her pursuit of knowledge. When forced to choose between the
two, she would at least have to think about it.
Background: Born in a library, she spent her formative years
reading books and fixing machines, under the tutelage of a
friendly librarian and his engineer wife. Eventually, she left
to search for her own answers.
Country: Swords Coast
Place of Birth: Highmoon
Professional Info
Class: Artificer
Subclass: Battle Smith
Job: Traveling Scholar/Adventurer
Background: Scholar
Level: 2
XP: 300/900
Proficiency
Simple Weapons
Light Armor
Medium Armor
Shields
Hand Crossbow
Light Crossbow
Thieves' Tools
Tinker's Tools
Calligrapher's Supplies
Saving Throws: Constitution, Intelligence
Arcana
History
Investigation
Nature
Religion
Inventory
Carrying Capacity: 19/105
Coin: 0P 95G 0S 0C
Equipped Gear
Helm:
Torso: Studded Leather Armor(12 AC+Dex 13 lb.)
Arms:
Legs:
Feet:
Right Hand: Repeating Shot Hand Crossbow(1d6 Piercing, Light,
Finesse, Loading, Range(30/120))
Left Hand: Enhanced Defense Shield(+3 AC 6lb)
Back:
Traits
[U]Ability Score Increase:[/u] Your Charisma score increases by
2
[U]Age:[/u] Felis are considered full adults when they reach the
age of 10 and live to be 135 on average.
[U]Alignment:[/u] The majority of Felis are neutral and lean
towards being adventurers or quest seekers. A Felis will always
inspect the interesting and seek out the unknown.
[U]Size:[/u] Felis average between 2-3 feet tall and weigh up to
30 pounds. Your size is Small.
[U]Speed:[/u] Your base walking speed is 25 feet.
[U]Claws:[/u] Due to your claws you have a climb speed of 15
feet. You can also use your claws as a weapon. When you land an
attack you deal 1d4 + Strength modifier as slashing damage as an
unarmed attack.
[U]Purrsuasion:[/u] Felis use their short and cute nature to
their advantage as much as they can. Once per long rest roll
with Advantage on your first Persuasion attempt on a friendly
creature.
[U]Curious Nature:[/u] Being an inquisitive Felis you have
proficiency in the Investigation skill.
[U]Good Fortune:[/u] Calico fur is the rarest of all Felis
lineages. The legends say that all of the black furred Felis’
luck went to the calico. Once per day when you roll an attack
roll, ability check, or saving throw you can choose to reroll.
You must accept the results of the reroll.
[U]Darkvision:[/u] Being a Felis you are able to see in the dim
light up to 60 feet as if it were bright light, and darkness
beyond that as dim light.
[U]Languages:[/u] You can speak, read, and write Common and
choose one other language.
Class Skill
Magical Tinkering
At 1st level, you learn how to invest a spark of magic in
objects that would otherwise be mundane. To use this ability,
you must have thieves’ tools, 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 give the magic of this feature to multiple objects,
touching one object each time you use the feature, and a single
object can bear only one of the properties at a time. The
maximum number of objects you can affect with the 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.
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.
[spoiler=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, or you can forgo attunement so that
someone else can attune to the item. If you decide to attune to
the item later, you must do so using the normal process for
attunement (see “Attunement” in the Dungeon Master’s Guide, page
136).
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. If you try to exceed your maximum number of infusions,
the oldest infusion immediately ends, and then the new infusion
applies.[/spoiler]
[spoiler=Known Infusions]
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 12th level in this
class.
Repeating Shot
Item: A simple or martial weapon with the ammunition property
(requires attunement)
This magic weapon grants a +1 bonus to attack and damage rolls
made with it when it’s used to make a ranged attack, and it
ignores the loading property if it has it.
The weapon requires no ammunition; it magically produces one
piece of ammunition each time you make a ranged attack with it,
unless you manually load it. The ammunition produced by the
weapon vanishes the instant after the it hits or misses a
target.
Replicate Magic Item(Bag of Holding)
Using this infusion, you replicate a particular magic item. You
can learn this infusion multiple times; each time you do so,
choose a different magic item that you can make with it, picking
from the Replicable Magic Items tables below. If a table has a
level in its title, you must be of at least that level in this
class to choose an item from the table.[/spoiler]
Battle Smith
[B]Cantrips[/b]
Guidance
Divination Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch one willing creature. Once before the spell ends, the
target can roll a d4 and add the number rolled to one ability
check of its choice. It can roll the die before or after making
the ability check. The spell then ends.
Mending
Abjuration Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S, M(Two Lodestones)
Duration: 1 minute
This spell repairs a single break or tear in an object you
touch, such as a broken chain link, two halves of a broken key,
a torn cloak, or a leaking wineskin. As long as the break or
tear is no larger than 1 foot in any dimension, you mend it,
leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but
the spell can't restore magic to such an object.
[B]Spells[/b]
Stat Bonuses
+2 Charisma
Attributes (No Modifications)
HP: 14
Strength: 7
Dexterity: 16
Constitution: 11
Intelligence: 16
Wisdom: 13
Charisma: 16
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Speed: 25 (Walking). 15 (Climbing)
AC: 13 (Base) 15 (w/Armor) 18 (w/Shield)
Modifications
HP: 14
Strength: 7 (-1)
Dexterity: 16 (+3)
Constitution: 11 (0)
Intelligence: 16 (+3)
Wisdom: 13 (+1)
Charisma: 16 (+3)
*() = Modifier
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