Premalkin Po
Premalkin Po
Medium Human, Mercenary, Thief, Lawful Evil
STR
11
( +0 )
DEX
13
( +1 )
CON
16
( +3 )
INT
18
( +4 )
WIS
13
( +1 )
CHA
14
( +2 )
• Armor: light armor, medium armor, shields • Weapons: simple weapons, firearms (Artificer class) • Tools: alchemist's supplies, brewer's supplies, disguise kit, thieves' tools, tinker's tools, woodcarver's tools
Arcana, Investigation, Nature, Sleight of Hand, Stealth
Warcaster - Adv. on Constitution saves to maintain concentration when hit, cast somatic even when something in both hands, cast spell for opportunity attack reaction.
• Magical Tinkering (5 tiny objects) • Ritual Casting • Infuse Item (4 items with Boots of the Winding Path, Enhanced Arcane Focus, Enhanced Defense, Enhanced Weapon, Homunculus Servant or Replicate Magic Item - Alchemy Jug, Cloak Of Protection, Hat of Disguise; specific bonuses not added to numbers on this sheet) • Right Tool for the Job ("jury-rig"/conjure any artisan's tools) • Explosive Eldritch Cannon (create mobile flamethrower, force ballista or protector "robot" that can self-destruct) • Arcane Firearm (adds 1d8 to spell attack damage) • Tool Expertise (double proficiency from tools) • Flash of Genius (reaction to add +5 to ally's check or save within 30 feet, 5 uses between rests) • Magic Item Adept (attune to 4 items, craft common or uncommon items half cost)
Ideals
Ain't stealing if not caught
Bonds
Gives money to orphans.
Flaws
Lets others take the fall.
Spell Attack Modifier +9
Spell Save DC 17
Cantrips Known: Fire Bolt, Guidance, Mage Hand, Mending
Prepared Spells
1st Level (4 slots): Shield*, Thunderwave*, Detect Magic, Cure Wounds, Identify
2nd Level (3 slots): Scorching Ray*, Shatter*, Invisibility, Lesser Restoration, Web, Aid
3rd Level (2 slots): Fireball*, Wind Wall*, Dispel Magic, Fly, Revivify
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. 1d4+1 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.
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 1d6-1 bludgeoning damage. (If used two-handed in melee, does 1d8-1 damage.)
Fire Bolt Cantrip. Ranged Spell Attack: +9 to hit, targets one creature or object within 120 ft. range. Hit: 2d10 fire damage and unattended flammable objects catch on fire.

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