|+5||Sleight of Hands|
|Obsidian knife||+5 1d20+5||1d4+2 1d4+2||Piercing|
|Pistol (customized)||+5 1d20+5||2d10+2 2d10+2||Piercing|
|Machette||+5 1d20+5||1d6+2 1d6+2||Slashing|
Human Common, Elvish Common, Draconic Common, (goblin?)
Tools: Thieves’ tools, smith’s tools, artificer’s tools
Weapons: Simple weapons
Armor: Light armor, medium armor
Attack modifier: +8
Spells known: 4
- Obsidian knife
- Weapon maintenance kit
- Rations (3 days)
- Rope, silk (15m)
- Bullets (50)
- Clothes, basic
- Tactical vest
- Bag of Holding
- Helm of Comprehending Languages
Magic Item Analysis
You know the artificer spells detect magic and identify, and can cast them as rituals. You don’t need material components when cast in this way.
Your proficiency bonus is doubled on any check you make using tools you gained proficiency with through this class.
You can store spells with a casting time of 1 action within inanimate objects by extending the casting time to one minute, expending a spell slot. Any creature with and Intelligence of at least 6 can release the spell, targeting itself (or its own area, if AoE). This magic wears of and is wasted if not used within 8 hours of binding. You can have up to 5 of these objects active at one time.
Features & Traits
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Level 1 Spells
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. 2nd level 2d8 , 3rd level 3d8 , 4th level 4d8 , 5th level 5d8 , 6th level 6d8 , 7th level 7d8 , 8th level 8d8 , 9th level 9d8 .
PHB, page 233 SRD
You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.
If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
Shield of Faith
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Statblocks for your Trinkets, businesses, building, castles, empires.
The major events and journals in Atl's history, from the beginning to today.
The list of amazing people following the adventures of Atl.