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Level 4 Human Artificer, Alchemist 2700

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Igolnik the Mad Alchemist
Izzet Engineer Neutral Kardotha
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Lucky (3/Long Rest). Whenever you make an attack roll, an ability
STRENGTH Leather 12 check, or a saving throw, you can spend one luck point to roll an
additional d20. You can choose to spend one of your luck points
PROFICIENCY BONUS +2 after you roll the die, but before the outcome is determined.You

10
SHIELD
AC can also spend one luck point when an attack roll is made against
you. Roll a d20, and then choose whether the attack uses the
attacker’s roll or yours.
N
CIE C

+0 Strength
Y
PROFI

Healer (Action). You can spend one use of a healer’s kit to tend to a
+0 creature and restore 1d6 + 4 hit points to it, plus additional hit
+1 Dexterity points equal to the creature’s maximum number of Hit Dice. The
creature can’t regain hit points from this feat again until it finishes a
✘ +3 Constitution ARMOR CLASS short or long rest.When you use a healer’s kit to stabilize a dying
DEXTERITY creature, that creature also regains 1 hit point.
✘ +5 Intelligence
MAXIMUM HIT DICE TEMPORARY

12
Magical Tinkering. You must have thieves’ tools, tinker’s tools, or
+2 Wisdom other artisan’s tools in hand. You then touch a Tiny nonmagical
27 4d8 object as an action and give it one of the following magical
-1 Charisma properties of your choice:The object sheds bright light in a 5-foot
CONDITIONAL radius and dim light for an additional 5 feet.Whenever tapped by a
+1 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
CURRENT HIT POINTS seconds long.The object continuously emits your choice of an odor
or a nonverbal sound (wind, waves, chirping, or the like). The
CONSTITUTION DEATH SAVING THROWS
chosen phenomenon is perceivable up to 10 feet away.A static
SAVING THROWS visual effect appears on one of the object’s surfaces. This effect can

13 SPEED FLY CLIMB SWIM be a picture, up to 25 words of text, lines and shapes, or a mixture
N
CIE C
of these elements, as you like.The chosen property lasts indefinitely.
+1 Acrobatics (Dex) 30ft. 0ft. 0ft. 0ft. As an action, you can touch the object and end the property
Y
PROFI

RT

EXPE
early.You can give the magic of this feature to 3 objects, touching
+2 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION one object each time you use the feature, and a single object can
+1 ✘ +5 Arcana (Int)
bear only one of the properties at a time. If you try to exceed your
maximum, the oldest property immediately ends, and then the new
property applies.
+0 Athletics (Str)
Infuse Item (2 Maximum). Whenever you finish a long rest, you can
INTELLIGENCE -1 Deception (Cha) touch a nonmagical object and imbue it with one of your artificer
infusions, turning it into a magic item.

16 +3 History (Int)
+2 Insight (Wis)
Replicate Magic Item (Alchemy Jug). Using this infusion, you
replicate an Alchemy jug.
Replicate Magic Item (Bag of Holding). Using this infusion, you
replicate a Bag of holding.
-1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Replicate Magic Item (Rope of Climbing). Using this infusion, you
+3 ✘ +5 Investigation (Int)
replicate a Rope of climbing.
Enhanced Defense. A creature gains a +1 bonus to Armor Class
while wearing (armor) or wielding (shield) the infused item.
✘ +4 Medicine (Wis)
WISDOM Tool Expertise. Your proficiency bonus is doubled for any ability
✘ +5 Nature (Int) check you make that uses your proficiency with a tool.

15 ✘ +4 Perception (Wis)
-1 Performance (Cha)
Tools of the Trade. If you craft a magic item in the potion category,
it takes you a quarter of the normal time, and it costs you half as
much of the usual gold.
-1 Persuasion (Cha)
+2 +3 Religion (Int)
Alchemical Homunculus. Whenever you finish a long rest and your
alchemist’s supplies are with you, you can form this homunculus in
an unoccupied space within 5 feet of you.The homunculus is
friendly to you and your companions, and it obeys your
+1 Sleight of Hand (Dex) commands.In combat, the homunculus shares your initiative count,
CHARISMA +1 Stealth (Dex) but it takes its turn immediately after yours. The only action it takes
on its turn is the Dodge action, unless you take a bonus action on

8 +2 Survival (Wis) your turn to command it to take one of the actions in its stat block
or to take the Dash, Disengage, or Help action.If the mending spell is
SKILLS cast on it, it regains 2d6 hit points. If it has died within the last hour,
you can use your alchemist’s supplies as an action to revive it,
provided you are within 5 feet of it and you expend a spell slot of
-1 14 PASSIVE PERCEPTION 1st level or higher. The homunculus returns to life with all its hit
points restored.

ADVANTAGE

INITIATIVE +1 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Dagger 20/60 +3 vs AC 1d4+1 piercing
Finesse, Light, Thrown
FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Shields
Weapon Proficiencies. Simple Weapons, Crossbow,
Hand, Crossbow, Heavy
Tool Proficiencies. Alchemist’s supplies, Brewer’s
supplies, Thieves’ tools, Tinker’s tools, Herbalism kit
Languages. Common, Dwarvish, Vedalken

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 5'4" 130 lb.
GENDER AGE HEIGHT WEIGHT
Igolnik the Mad Alchemist
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Armed with an inventive intellect, a love of magical technology, and an unquenchable energy, you are an enthusiastic
participant in the research work of the Izzet League. Though you’re likely to begin your career as a mere attendant, you
can aspire to become a skilled mage or alchemist, a laboratory supervisor, or even a flamethrower-wielding
I have a hard time staying focused on ... oh, and my scorchbringer tasked with defending Izzet laboratories. The Izzet are obsessive, brilliant, inspired, and an unpredictable
brain tends to jump from one ... did I mention focus? force of chaos in Ravnica, and you epitomize all of those qualities.
I get really excited about my ideas and I can’t wait to
talk about them and start putting them into practice
and tinkering with them and I want to tell you about
how exciting it all is!
PERSONALITY TRAITS

Fun. I love my job! Despite the dangerous working


conditions, there’s nothing I’d rather do. (Chaotic)

IDEAL

I have the schematics for an invention that I hope to


build one day, once I have the necessary resources.

BOND

I get bored easily, and if nothing is happening I’ll


make something happen.

FLAW BACKGROUND STORY

Urban Infrastructure
You have a basic knowledge of the structure of
buildings, including the stuff behind the walls. You
can also find blueprints of a specific building in order
to learn the details of its construction. Such
blueprints might provide knowledge of entry points,
structural weaknesses, or secret spaces. Your access
to such information isn’t unlimited. If obtaining or
using the information gets you in trouble with the
law, the guild can’t shield you from the
repercussions.

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Alchemist’s Supplies 1 8
Brewer’s Supplies 1 9
Poisoner’s Kit 1 2
[Dagger] 1 1
Healer’s Kit 1 3
Acid (vial) 1 1
Tinker’s Tools 1 10
[Leather] 1 10

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 12 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

44.2 lb / 150 lb 300 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Alchemical Homunculus Alchemical Homunculus

Tama CREATURE OWNER

Tiny construct, neutral 0


COMPANION NAME SIZE & TYPE, & ALIGNMENT CHALLENGE

MAXIMUM HIT DICE TEMPORARY Might of the Master. The following numbers increase by 1
23 when your proficiency bonus increases by 1: the
homunculus’s skill bonuses and the bonuses to hit and
damage of its Acidic Spittle.

Acidic Spittle. Ranged Weapon Attack: +4 to hit, range 30


ft., one target you can see. Hit: 1d6 + 2 acid damage.
CURRENT HIT POINTS
DEATH SAVING THROWS
Alchemical Salve. The homunculus produces a salve and
touches one creature you designate. The target receives
one of the following magical benefits of your
PROFICIENCY INITIATIVE choice:Buoyancy. The target gains a flying speed of 10 feet
2 +2 13 for 10 minutes.Inspiration. The target feels giddy and
effective, gaining advantage on certain ability checks in the
next hour. The target chooses the checks before or after
SPEED
AC rolling. The magic runs out after the target has used it on a
20 ft., fly 30 ft. number of checks equal to your Intelligence modifier
COMPANION (minimum of 1).Resilience. The target gains a number of
Skills. Perception +4, Stealth +4 temporary hit points equal to 2d6 + your Intelligence
modifier.
STRENGTH DEXTERITY CONSTITUTION Senses. darkvision 60 ft., passive Perception 10

4 15 11 Languages. understands the languages you speak

-3 +2 +0

INTELLIGENCE WISDOM CHARISMA

10 10 7
+0 +0 -2
CREATURE STATISTICS TRAITS & ACTIONS
Intelligence +5 13 5

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Artificer, Alchemist

CANTRIPS Acid Splash Magic Stone

1ST LEVEL 3 SPELL SLOTS ● Chaos Bolt ● Cure Wounds


● Expeditious Retreat ● Jump ● Purify Food and Drink (Always Prepared)
● Ray of Sickness (Always Prepared) ● Sanctuary Absorb Elements
Alarm Arcane Weapon Catapult
Create or Destroy Water Detect Magic Disguise Self
Faerie Fire False Life Feather Fall
Grease Identify Longstrider
Snare Unseen Servant
Acid Splash Magic Stone Chaos Bolt
Conjuration Cantrip Transmutation Cantrip 1st-level evocation

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE 60 feet RANGE Touch RANGE 120 feet
DURATION Instantaneous DURATION 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

You hurl a bubble of acid. Choose one creature you can see within You touch one to three pebbles and imbue them with magic. You or You hurl an undulating, warbling mass of chaotic energy at one
range, or choose two creatures you can see within range that are someone else can make a ranged spell attack with one of the pebbles creature in range. Make a ranged spell attack against the target. On a
within 5 feet of each other. A target must succeed on a Dexterity by throwing it or hurling it with a sling. If thrown, it has a range of 60 hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The
saving throw or take 1d6 acid damage. feet. If someone else attacks with the pebble, that attacker adds your number rolled on that die determines the attack's damage type, as
This spell’s damage increases by 1d6 when you reach 5th level spellcasting ability modifier, not the attacker’s, to the attack roll. On shown below.
(2d6), 11th level (3d6), and 17th level (4d6). a hit, the target takes bludgeoning damage equal to 1d6 + your d8 Damage Type
spellcasting ability modifier. Hit or miss, the spell then ends on the 1 Acid
stone. 2 Cold
If you cast this spell again, the spell ends early on any pebbles still 3 Fire
affected by it. 4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder

If you roll the same number on both d8s, the chaotic energy leaps
from the target to a different creature of your choice within 30 feet
of it. Make a new attack roll against the new target, and make a new
damage roll, which could cause the chaotic energy to leap again. A
creature can be targeted only once by each casting of this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, each target takes 1d6 extra damage of the type rolled
for each slot level above 1st.

Spellcasting (Artificer) Player’s Handbook Spellcasting (Artificer) Xanathar’s Guide to Everything Prepared (Artificer) Guildmasters’ Guide to Ravnica

Cure Wounds Expeditious Retreat Jump


1st-level evocation 1st-level transmutation 1st-level transmutation

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE Touch RANGE Self RANGE Touch
DURATION Instantaneous DURATION Concentration, up to 10 minutes DURATION 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (a grasshopper’s hind leg)

A creature you touch regains a number of hit points equal to 1d8 + This spell allows you to move at an incredible pace. When you cast You touch a creature. The creature’s jump distance is tripled until the
your spellcasting ability modifier. This spell has no effect on undead this spell, and then as a bonus action on each of your turns until the spell ends.
or constructs. spell ends, you can take the Dash action.
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.

Prepared (Artificer) Player’s Handbook Prepared (Artificer) Player’s Handbook Prepared (Artificer) Player’s Handbook

Purify Food and Drink Ray of Sickness Sanctuary


1st-level transmutation (ritual) 1st-level necromancy 1st-level abjuration

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 10 feet RANGE 60 feet RANGE 30 feet
DURATION Instantaneous DURATION Instantaneous DURATION 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (a small silver mirror)

All nonmagical food and drink within a 5-foot-radius sphere centered A ray of sickening greenish energy lashes out toward a creature You ward a creature within range against attack. Until the spell ends,
on a point of your choice within range is purified and rendered free within range. Make a ranged spell attack against the target. On a hit, any creature who targets the warded creature with an attack or a
of poison and disease. the target takes 2d8 poison damage and must make a Constitution harmful spell must first make a Wisdom saving throw. On a failed
saving throw. On a failed save, it is also poisoned until the end of save, the creature must choose a new target or lose the attack or
your next turn. spell. This spell doesn’t protect the warded creature from area
At Higher Levels. When you cast this spell using a spell slot of 2nd effects, such as the explosion of a fireball. If the warded creature
level or higher, the damage increases by 1d8 for each slot level above makes an attack, casts a spell that affects an enemy, or deals damage
1st. to another creature, this spell ends.

Alchemist Spells (Artificer) Player’s Handbook Alchemist Spells (Artificer) Player’s Handbook Prepared (Artificer) Player’s Handbook
Dagger
Simple Melee Weapon

RANGE 20/60
ATTACK +3 vs AC
DAMAGE 1d4+1 piercing
Finesse, Light, Thrown
Lucky Healer Magical Tinkering
Feat Feat Class Feature

You have inexplicable luck that seems to kick in at just the You are an able physician, allowing you to mend wounds At 1st level, you learn how to invest a spark of magic in
right moment. quickly and get your allies back in the fight. You gain the objects that would otherwise be mundane. To use this ability,
You have 3 luck points. Whenever you make an attack following benefits: you must have thieves’ tools, tinker’s tools, or other artisan’s
roll, an ability check, or a saving throw, you can spend one • When you use a healer’s kit to stabilize a dying tools in hand. You then touch a Tiny nonmagical object as an
luck point to roll an additional d20. You can choose to creature, that creature also regains 1 hit point. action and give it one of the following magical properties of
spend one of your luck points after you roll the die, but • As an action, you can spend one use of a healer’s kit to your choice:
before the outcome is determined. You choose which of tend to a creature and restore 1d6 + 4 hit points to it, plus • The object sheds bright light in a 5-foot radius and dim
the d20s is used for the attack roll, ability check, or saving additional hit points equal to the creature’s maximum light for an additional 5 feet.
throw. number of Hit Dice. The creature can’t regain hit points • Whenever tapped by a creature, the object emits a
You can also spend one luck point when an attack roll is from this feat again until it finishes a short or long rest. recorded message that can be heard up to 10 feet away. You
made against you. Roll a d20, and then choose whether the utter the message when you bestow this property on the
attack uses the attacker’s roll or yours. object, and the recording can be no more than 6 seconds
If more than one creature spends a luck point to long.
influence the outcome of a roll, the points cancel each • The object continuously emits your choice of an odor or
other out; no additional dice are rolled. a nonverbal sound (wind, waves, chirping, or the like). The
chosen phenomenon is perceivable up to 10 feet away.
You regain your expended luck points when you finish a • A static visual effect appears on one of the object’s
long rest. 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,
Human Variant Player’s Handbook Feat Player’s Handbook Artificer Unearthed Arcana: Artificer Revisited

Infuse Item Replicate Magic Item (Alchemy Jug) Replicate Magic Item (Bag of Holding)
Class Feature Class Feature Class Feature

At 2nd level, you gain the ability to imbue mundane items with certain Using this infusion, you replicate an Alchemy jug. Using this infusion, you replicate a Bag of holding.
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.

Artificer Unearthed Arcana: Artificer Revisited Infuse Item Unearthed Arcana: Artificer Revisited Infuse Item Unearthed Arcana: Artificer Revisited

Replicate Magic Item (Rope of Climbing) Enhanced Defense Tool Expertise


Class Feature Class Feature Class Feature

Using this infusion, you replicate a Rope of climbing. A creature gains a +1 bonus to Armor Class while wearing Starting at 3rd level, your proficiency bonus is doubled for
(armor) or wielding (shield) the infused item. any ability check you make that uses your proficiency with
The bonus increases to +2 when you reach 12th level in a tool.
this class.

Infuse Item Unearthed Arcana: Artificer Revisited Infuse Item Unearthed Arcana: Artificer Revisited Artificer Unearthed Arcana: Artificer Revisited
Tools of the Trade Alchemical Homunculus
Archetype Feature Archetype Feature

By the time you adopt this specialty at 3rd level, you’re At 3rd level, you learn ancient methods for magically
deeply familiar with employing its tools. creating a special homunculus that is formed by alchemical
Proficiencies. You gain proficiency with alchemist’s substances.
supplies and the herbalism kit, assuming you don’t already Whenever you finish a long rest and your alchemist’s
have them. You also gain alchemist’s supplies and an supplies are with you, you can form this homunculus in an
herbalism kit for free—the result of tinkering you’ve done unoccupied space within 5 feet of you. If you already have
as you’ve prepared for this specialization. a homunculus from this feature, the first one immediately
Crafting. If you craft a magic item in the potion category, dies.
it takes you a quarter of the normal time, and it costs you The homunculus is friendly to you and your companions,
half as much of the usual gold. and it obeys your commands. See this creature’s game
statistics in the Alchemical Homunculus stat block. You
determine the homunculus’s appearance, which includes
wings and bits of alchemical equipment. Some alchemists
prefer mechanical-looking birds, whereas others like
winged vials or miniature cauldrons.
In combat, the homunculus shares your initiative count,
but it takes its turn immediately after yours. The only
action it takes on its turn is the Dodge action, unless you
take a bonus action on your turn to command it to take one
of the actions in its stat block or to take the Dash,
Disengage, or Help action.
If the mending spell is cast on it, it regains 2d6 hit points.
If it has died within the last hour, you can use your
alchemist’s supplies as an action to revive it, provided you
are within 5 feet of it and you expend a spell slot of 1st
level or higher. The homunculus returns to life with all its
hit points restored.
Alchemist Unearthed Arcana: Artificer Revisited Alchemist Unearthed Arcana: Artificer Revisited

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