Honorable, debt-ridden former soldier of the Cyre army.
Aldriil Cindersight
Hobgoblin Artificer
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Armor Class 13 (studded leather)
Hit Points 8 (1d8)
Speed 30 ft.
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STR 11 (+0), DEX 13 (+1), CON 11 (+0), INT 17 (+3), WIS 11 (+0), CHA 11 (+0)
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Saving Throws Con +2, Int +5
Skills Arcana +5, Insight +2, Investigation +5, Persuasion +2
Senses darkvision 60 ft., passive Perception 10
Languages
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Infuse Item (2 active). 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 two 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, 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.
Magical Tinkering (3 uses). 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.
Note: You can add the Magical Tinkering Adjustment to select an item to add your chosen option to.
Martial Training. You are proficient with two martial weapons of your choice and with light armor.
Saving Face. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.
Actions
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Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target.
Hit: 1d8+1 piercing damage.
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+1 piercing damage.
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 1d8+1 piercing damage.
Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 1 bludgeoning damage.
Equipment Dagger, Light Crossbow, Rapier, studded leather, backpack, clothes, traveler's, crowbar, hammer, letter of introduction - cyre tinkerers guild, piton (10), rations (10), rope, hempen (50 feet), thieves' tools, tinderbox, tinker's tools, torch (10), waterskin, 15 gp
- Gender
- Female
- Eyes
- Brown
- Hair
- Black
- Skin Tone/Pigmentation
- Reddish tan
- Height
- 6'3"
- Weight
- 230
Social
Birthplace
Metrol
Current Residence
Breland