Arwin Applegate- 9th lvl

Physical description-   A young halfling man, slightly smaller than average with dark orange hair and just a wisp of facial hair on his chin and cheeks. He is dressed in common clothes slightly worn through, a very dirty and torn workers apron, and has a squashed chefs hat that now resembles more of a dirty white french beret.   He is rather meek as an individual, soft spoken and hesitant to make suggestions, certainly a follower in most situations. He speaks with a slight irish accent, usually only when spoken to. Much prefers to talk to his mechanical bird Tweak than with people.   History and agenda   Arwin is secretly very ambitious, which is what led him to the guild halls of the Steelswords seeking to make something of himself. There his skill in cooking and precision in measurements made him a quick study in the science of alchemy, and became a favorite student of the halfling alchemist Garron in Gladrian, who mentored him personally for 2 years. However, one of his experiments had unexpected results at a particularly opportune time, resulting in acid splashing onto the cloak of Torval (guildmaster of Gladrian and cousin the the main Steelsword family). As a result, Torval literally threw him out of the guild (a 2 story drop from the workshop window). Desperate and penniless, he has been taking odd jobs as a cook, trying to save up money to continue his experiments hoping to make something so spectacular that the guild would let him back in.   He is very curious, wanting to take apart every mechanism and rebuild it, though people and their emotions remain a mystery for the most part. Believes that his talents were given to him to use for the benefit of others. However he is never satisfied with his work, always seeing flaws that need to be improved and is plagued by self doubt. Even so, he believes the words written in a note given to him by Garron, telling him that one day he will be a master craftsman, and is determined to make that future a reality.   Fighting Strategy   Mostly uses his potions (reflavored spells) at a distance, preferring not to get within melee fighting range. Better yet is to avoid a fight altogether, as confrontation is terrifying, and fights don't allow him to think or anticipate all the outcomes. If given time, it is very likely he will become petrified of choice while considering all the outcomes and possibilities of what could happen.  
Str- 8 Dex- 18 Con- 14 Int- 20 Wis- 14 Cha- 10
-1 +4 +2 +5 +2 0
 
  • Proficiency- (+4)
  • Armor Class- 16 (studded leather)
  • Hit Points- 56 (9d8)
  • Saving Throws- Con (+6), Int (+9)
Skills-
  • Insight (Int) +9
  • Persuasion (Cha) +4
  • Arcana (Int) +9
  • Investigation (Int) +9
  • Alchemist Set (Int) +13
  • Tinkerers Tools (Dex) +12
  • Thieves Tools (Dex) +12
  • Chefs Tools (Dex or Wis) +12/+11
  • Brewers Supplies (Int or Wis) +13/+11
  • Smiths Tools (Str or Dex) +7/+12
Equipment-
  • Alchemist set, chefs tools, tinkerers tools (also function as thieves tools), brewers supplies.
  • 200 gold worth of materials for potions
  • Handwritten letter from Gorron, given to him the day he left the guild.
  • 2 iron daggers
  • crossbow and bolts (60)
  • dungeoneer's pack- a Crowbar, a Hammer, 10 pitons, 10 torches, a Tinderbox, 10 days of Rations, a Waterskin, 50 feet of Hempen rope
Feats-
  • Chef- Increase your Constitution or Wisdom score by 1, to a maximum of 20. You gain proficiency with cook’s utensils if you don’t already have it.
  • As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
  • With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.
Abilities-   Magical Tinkering- At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or 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:
  1. The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  2. 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.
  3. 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.
  4. 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.
  5. The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this 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.   Infusions-
  • 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.
  • Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.
  • You can infuse more than one nonmagical object at the end of a long rest. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.
  • If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.
Infusions Known (only 3 at a time)-
  1. Homunculus Servant Infusion
  2. Mind Sharpener: requires a suit of armor or robes. The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to succeed instead. The item regains 1d4 expended charges daily at dawn.
  3. Repeating Shot. Requires 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. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
  4. Replicate Magic Item: Alchemy Jug.
  5. Spell Refuling ring- While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can't be used again until the next dawn.
  6. Enhanced Defense- 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 10th level in this class.
Right Tool for the Job- you've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are non-magical, and they vanish when you use this feature again.   Experimental Elixirs- Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.
  • You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table.
  • Creating an experimental elixir requires you to have alchemist supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.
When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask.
  1. Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence Modifier
  2. Swiftness. The drinker's walking speed increases by 10 feet for 1 hour.
  3. Resilience. The drinker gains a +1 bonus to AC for 10 minutes.
  4. Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
  5. Flight. The drinker gains a flying speed of 10 feet for 10 minutes.
  6. Transformation. The drinker's body is transformed as if by the Alter Self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.
Alchemical Slavent- At 5th level, you've developed masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist's supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).   Flash of Genius- At 7th level, you've gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.
  • You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
Restorative Reagents- Starting at 9th level, you can incorporate restorative reagents into some of your works:
  • Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
  • You can cast Lesser Restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Actions-
  • Crossbow (infused)- +9 to hit, 1d8+5 piercing damage. Range 80/320.
Spells-   Spell Attack +9, Spell Save DC = 17
  • Artificers prepare spells every day, consult list to see if something different is needed, but these are default spells used. Number of spells prepared is = how many total spell slots are available, but any level of spell can be prepared.
  • Cantrips (at will)- Guidience, Mending
  • 1st (4 slots)- Fearie Fire (splash potion), Healing Word (doesn't count toward prep #), detect magic, Tashas Caustic Brew (reflavored to specialty arrow), Grease (splash potion)
  • 2nd (3 slots)- Aid, Blur, Heat Metal
  • 3rd (2 slots)- Flame Arrows, Haste, Revivify
Children