Info


Created
2 years, 5 months ago
Creator
TheGreatRatsby
Favorites
0

Profile


We don’t talk about Bruno no no no

Why do they give me encanto vibes tho?

Name: Moss
Race/Ancestry/Heritage: Kalon
Class & Level: Artificer 6 (Alchemist)
Background: Folk Hero
Alignment: Neutral Good
Experience: 14,700 xp

ABILITY SCORES & ABILITIES
(* includes +3 proficiency bonus; ** includes expertise, if any)

Strength 10
+0 ... Strength Ability Checks
+0 ... Strength Saving Throws
+0 ... Athletics Skill
150 lbs. ... Maximum Carrying Capacity
300 lbs. ... Max. Push or Drag (Speed -5 ft.)
300 lbs. ... Maximum Lift

Dexterity 15
+2 ... Dexterity Ability Checks
+2 ... Dexterity Saving Throws
+2 ... Acrobatics Skill
+2 ... Sleight of Hand Skill
+5 ... Stealth Skill  *

Constitution 14

+2 ... Constitution Ability Checks

+5 ... Constitution Saving Throws *


Intelligence 17

+3 ... Intelligence Ability Checks

+6 ... Intelligence Saving Throws *

+6 ... Arcana Skill  *

+3 ... History Skill 

+6 ... Investigation Skill  *

+3 ... Nature Skill 

+3 ... Religion Skill 


Wisdom 12

+1 ... Wisdom Ability Checks

+1 ... Wisdom Saving Throws 

+4 ... Animal Handling Skill  *

+1 ... Insight Skill 

+1 ... Medicine Skill 

+4 ... Perception Skill  *

+4 ... Survival Skill  *


Charisma 9

-1 ... Charisma Ability Checks

-1 ... Charisma Saving Throws 

-1 ... Deception Skill 

-1 ... Intimidation Skill 

-1 ... Performance Skill 

-1 ... Persuasion Skill 

COMBAT [PHB p. 189]

14 ... Passive Perception
+2 ... Initiative Modifier

Armor Class 16 ... Armor worn: studded leather (also see Infusions), shield

30 ft. Speed ... Base distance per move

45 hit points ... 6d8 Hit Dice

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. 1d4+2 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.)

Dagger (offhand as bonus action). As above but only 1d4 piercing damage.

Light Crossbow. Ranged Weapon Attack: +5 to hit. Hit:1d8+2 piercing damage. (Normal range to 80 ft.; disadvantage long range 81 to 320 ft. Must be used two-handed, reloading limits to only one attack per round regardless of extra attacks.)

Fire Bolt Cantrip. Ranged Spell Attack: +6 to hit, targets one creature or object within 120 ft. range. Hit: 2d10 fire damage and unattended flammable objects catch on fire.

FEATURES, TRAITS, SPECIAL ABILITIES

Folk Hero Background [PHB p. 131]


Feature: Rustic Hospitality

.

Ideal: Only farming is honest work.

Bond: Seeks to protect the weak.

Traits: Regularly petitions nobles to ease taxes. Naive outlook. Claims to be noble's bastard. Cunning mind

Flaw: Fakes love for nobles. Cheats on paying taxes.... wait how is this a flaw??? This is an ideal

Proficiencies & Languages
Proficiency Bonus: +3
Armor: light armor, medium armor, shields
Weapons: simple weapons, firearms (Artificer class)
Tools: alchemist's supplies, brewer's supplies, thieves' tools, tinker's tools, vehicles (land craft), weaver's tools, woodcarver's tools
Saving Throws: Constitution, Intelligence
Skills: Animal Handling, Arcana, Investigation, Perception, Stealth, Survival
Languages: Common, Elvish

Tabaxi... er... Kalon Traits [VGtM p. 113]

• Age: 22 years old

• Medium Size (3' 4", 105 lbs.)

• Darkvision (60 feet)

• Feline Agility (move double speed on turn once, able to use again after spending one turn moving at 0 speed)

•  Claws (climbing speed 20 ft., natural attack does 1d4+0 slashing damage on hit)

Artificer Class Features [TCoE p. 9]

• Magical Tinkering (3 tiny objects)

• Ritual Casting

• Infuse Item (3 items with Boots of the Winding Path, Enhanced Arcane Focus, Enhanced Defense, Enhanced Weapon, Homunculus Servant or Replicate Magic Item - Alchemy Jug; specific bonuses not added to numbers on this sheet)

• Right Tool for the Job ("jury-rig"/conjure any artisan's tools)

• Experimental Elixir (2 flasks, drinking causes random effects)

• Alchemical Savant (add +3 to certain healing or damage rolls)

• Tool Expertise (double proficiency from tools)

Fire Bolt Cantrip. Ranged Spell Attack: +6 to hit, targets one creature or object within 120 ft. range. Hit: 2d10 fire damage and unattended flammable objects catch on fire.

Spellcasting [PHB p. 201]

Spell Attack Modifier +6
Spell Save DC 14

Cantrips Known: Fire Bolt, Mending, Prestidigitation

Prepared Spells

1st Level (4 slots): Healing Word*, Ray Of Sickness*, Detect Magic, Cure Wounds, Identify

2nd Level (2 slots): Flaming Sphere*, Melf's Acid Arrow*, Invisibility, Lesser Restoration, Web

EQUIPMENT & TREASURE

Carried Gear [PHB, p. 143]: shield (AC +2), studded leather (AC 12), two (2) daggers, light crossbow and 20 bolts, alchemist's supplies (measuring balance, flasks, funnels, various substances, etc.), brewer's supplies (boiling pot, tubes, syphon, tank, etc.), tinker's tools (odd toolbox of wires, gears, etc.), woodcarver's tools (carving knives, gouges, saws, chisels, etc.), belt pouch, set of common clothes, iron pot, shovel. (This load is about 95 lbs.; add 1 lb. per 50 coins carried.)

Coins & Gems: 583 gold pieces (gp); 15 silver pieces (sp); 62 copper pieces (cp); 2 gems (worth 50 gp each)