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Stinkskin

6 Level (0/23000 XP for level-up) Adventurer Background Mousefolk (Ratling) Race / Species / Heritage Neutral Evil Alignment
Alchemist
Level 6
Hit Dice: 6/6
1d6+2 Class 1

STR
10
+0
DEX
18
+4
CON
14
+2
INT
18
+4
WIS
11
+0
CHA
8
-1
62
Hit Points
+4
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
10
Passive Perception
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+7 Dexterity
+2 Constitution
+7 Intelligence
+0 Wisdom
-1 Charisma
saving throws
+7 Acrobatics DEX
+0 Animal Handling WIS
+7 Arcana INT
+0 Athletics STR
-1 Deception CHA
+4 History INT
+0 Insight WIS
-1 Intimidation CHA
+7 Investigation INT
skills
+0 Medicine WIS
+7 Nature INT
+0 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+4 Religion INT
+7 Sleight of Hand DEX
+7 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Crossbow +7 DEX 1d8+4 piercing
 Finesse, light, ranged
Bomb +7 DEX 1d10+4 fire
Attacks
Feat: Squat Nimbleness
-----------------------------
You are uncommonly nimble for your race. You gain the following benefits:

Increase your Strength or Dexterity by 1, to a maximum of 20.
Increase your walking speed by 5 feet.
You gain proficiency in the Acrobatics or Athletics skill (your choice).
You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.

BOMB SHIT GO HERE
------------------------------

Stink Bomb
By adding a single drop of skunkanide, a chemical too unholy to expound upon, you can change it into a stink bomb. A stink bomb deals posion damage instead of fire damage, has d8 damage dice, and requires a Constitution saving throw instead of a Dexterity save. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, has disadvantage on ability checks it makes before the end of its next turn.

Laughing Gas Bomb
By mixing a drop of jesterate, a highly euphoric chemical, you can change it into a laughing gas bomb. A laughing gas bomb deals poison damage instead of fire damage, has d6 damage dice, and requires a Constitution saving throw instead of a Dexterity save. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, falls prone in a fit of laughter. Once a creature falls prone due to this bomb's effects, it is immune to this effect (but not the bomb's poison damage) for 24 hours.

Teleportation Bomb
By replacing your bomb's explosive contents with a glowing etherite crystal, you can change it into a teleportation bomb. A teleportation bomb deals no damage and instead opens a rift in space, instantly teleporting you to its point of detonation, if it explodes within 30 feet of you.

DISCOVERY SHIT GO HERE
--------------------------------------
Discovery: Poisoner (Comes with Subclass)

Your research into poisonous compounds has taught you how to concoct lethal toxins. You gain proficiency with the poisoner's kit. Additionally, you can craft the following poisons when you brew potions, which use your bomb save DC instead of their normal save DC.
x2 basic Poison (1 reagent die)
x2 Antitoxin (1 reagent die)
Potion of Poison (2 reagent dice)
Oil of Taggit (2 reagent dice)
Serpent venom (2 reagent dice)
Truth Serum (2 reagent Dice)

Discovery: Clotting Agent

You have developed a serum that thickens your blood. Your hit point maximum increases by your alchemist level + your constitution modifier, and increases by 1 again whenever you gain a level in this class.

Discovery: Syringe

Using a sophisticated hypodermic needle you can more quickly administer potions and poisons. As a bonus action, you can inject yourself or a willing creature within 5 feet of you, granting the benefits of that potion as if it were drunk normally. You can inject a potion into an unwilling creature with a successful melee attack.

Discovery: Explosive Missile
As a bonus action, you can load one of your bombs onto the head of a crossbow bolt. Instead of its normal damage, this bolt deals damage as if the bomb had been primed with the Use an Object action, but does not have a blast radius. Only one of your bombs can be loaded onto a bolt at a time, and you can't fire an explosive bolt on the same turn you throw a bomb.

Features & Traits
Weapons
------------
x1 Light Crossbow (20)
x1 Dagger

Armour
------------
x1 Studded Leather

Adventuring Equipment/Other
------------
x1 Alchemist's Supplies
x1 Herbalism Kit

10 gold (bought studded leather and sold basic leather lol)

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages
Common, 'Rodentia'

Proficiencies
Race (Mousefolk): Stealth
Class (Alchemist): Arcana, Nature, Sleight of Hand
Background (Fanai): Investigation
Feat (Squat Nimbleness): Acrobatics

Tool:
Herbalist's Kit, Alchemist's Supplies, Poisoner's Kit

Languages & Proficiencies
Beginning Stats:
STR 10 / DEX 15 / CON 14 / INT 16 / WIS 11 / CHA 8

Background (Fanai): +1 Dex
Stats (Tasha race swap shit): +1 Dex, +2 Int
Level 4: (Squat Nimbleness): +1 Dex

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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