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character:cinder:stats [2025/03/11 16:14] Cindercharacter:cinder:stats [2025/03/12 15:38] (current) Cinder
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-===== Cinder'Inventory & Stats =====+<WRAP centeralign> 
 +====== Cinder'Mechanics & Stats D&D 5th ====== 
 +</WRAP> 
 +----
  
-<WRAP box right 20em> <WRAP centeralign>+ 
 +<WRAP box right 18em> <WRAP centeralign>
  
 **Feats** **Feats**
-Feat:| Background +Background:| 
-Feat:| LV4 |  +LV4:| 
-Feat:| LV8 | +Lv6:| (Fighter) | 
-Feat:| LV12 +LV8:| - 
-Feat:| LV16 |+LV10:| (Rouge) 
 +LV12:| - | 
 +LV16:| - | 
 +^ Lv19:| (Epic Boon) |
  
 </WRAP> </WRAP> </WRAP> </WRAP>
  
-<WRAP box right 20em> <WRAP centeralign>+<WRAP box right 22em> <WRAP centeralign> 
 + 
 +**Artificer Infusions** 
 +^ Feat:| - | 
 +^ LV0 :| - | 
 +^ LV0 :| - | 
 +^ LV0 :| - | 
 +^ LV0 :| - | 
 +^ LV0 :| - | 
 + 
 +</WRAP> </WRAP> 
 + 
 +<WRAP box right 15em> <WRAP centeralign>
  
 **Vision** **Vision**
 ^ Common Sight:((Standard eye sight))| Yes | ^ Common Sight:((Standard eye sight))| Yes |
 ^ Passive Perception:| 00 | ^ Passive Perception:| 00 |
-^ Dark Vision:00ft |+^ Dark Vision:0ft |
 ^ True Sight:| 0ft | ^ True Sight:| 0ft |
 ^ Tremor Sense:| 0ft | ^ Tremor Sense:| 0ft |
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 <WRAP clear /> <WRAP clear />
  
-===== Character Inventory =====+===== Cinder'Inventory =====
  
 <WRAP box right 20em> <WRAP centeralign> <WRAP box right 20em> <WRAP centeralign>
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 | +0 GpD | -0GpD | | +0 GpD | -0GpD |
  
-^Other Expences/Income ^+^Other Expenses/Income ^
 | | | |
  
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 ==== Equipment ==== ==== Equipment ====
 ^ Location ^ Item ^ Stats ^ ^ Location ^ Item ^ Stats ^
-^ Head        | | This is text to make sure the collems in this table expand rather than the whole table itself +^ Head        |  
-^ Amulet      | | | +^ Amulet      | | | 
-^ Cloak       | | | +^ Cloak       | | 
-^ Clothes     | | | +^ Clothes     | | 
-^ Armour      | | | +^ Armour      | | | 
-^ Arms/Hands  | | | +^ Arms/Hands | | 
-^ Ring/     | | | +^ Ring/     | | | 
-^ Belt        | | | +^ Belt        | | | 
-^ Boots       | | |+^ Boots       | |
 ^ Weapon       | [[item:repilcache|Repilcache]] | | ^ Weapon       | [[item:repilcache|Repilcache]] | |
-^ Shield/Ammo/Offhand | | | +^ Shield/Ammo/Offhand | | | 
-^ Sub-Weapon   | | |+^ Sub-Weapon   - | | 
 +^ Quick Access | - | | 
 +^ Quick Access | - | | 
 +^ Quick Access | - | |
  
  
 <WRAP clear /> <WRAP clear />
 +
 +
 +
 +
 ====Consumables==== ====Consumables====
  
 **Carrying Capacity** \\ **Carrying Capacity** \\
 Strength x 15 = Carrying Capacity \\ Strength x 15 = Carrying Capacity \\
-Strength x 15 = Lift,Push,Pull Capacity \\+Strength x 30 = Lift,Push,Pull Capacity \\
  
 ^ Carry Capacity ^ Lift, Push, Pull Capacity ^ Equipped Load ^ ^ Carry Capacity ^ Lift, Push, Pull Capacity ^ Equipped Load ^
Line 95: Line 121:
  
 ^ Item Name ^ Details ^ ^ Item Name ^ Details ^
-| |+Healer's Kit((This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.)) A kit of medical supplies. |
 | - | | | - | |
 | - | | | - | |
Line 114: Line 140:
 ^ Name ^ Detail ^ ^ Name ^ Detail ^
 | [[location:cinder_cart|Devil Brew's Cart]] | | | [[location:cinder_cart|Devil Brew's Cart]] | |
-Healer's Kit((This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.)) A kit of medical supplies.  |+| |
 | - | | | - | |
 | - | | | - | |
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 <WRAP clear /> <WRAP clear />
  
-=====Quick Ability Referance====+<WRAP box> 
 +<WRAP centeralign> 
 +==== Cinder's Species ==== 
 +</WRAP>
  
-<WRAP box centre :en>+**[[culture:species|Species Name]]:** \\ 
 +**Description** \\ 
 +Cinder, An elven woman with celestial features. Above average in hieght with a dramatic hourglass figure. With a wide range of outfits but she is commonly seen in a full white suite with red tie and black shoes & under shirt. \\ She holds her self dignified with trained posture and correct lady like walking. Her custome Estoc always seen hitched to her belt. \\ 
 +With a pale complexion and red eyes she gives off a striking aura. A very dark brown hair and a single large black horn coming from the left side of her head. \\ 
 +her fore arms and lower legs show signs of the //BloodToll// that almost all blood hunters share, a black and red veiny pattern that reaches up from fingers and toes. \\ she has several magic markings covering her stomach and thighs while her arms are blank canvas for more.
  
-<WRAP round left+**Physical Appearance** 
-^ Attack ^ Hit ^ Damage ^ + 
-| Weapon Attack| +00 | 1d6+0 | +<WRAP group
-| Unarmed Attack | +00 | 1d4+0 |+<WRAP half column> 
 +  ***Ability Score increase:** \\ Wisdom +1 & Strength +2 
 + 
 +    ***Creature Type:** \\ Your classified as a Amalgamation, Considered a mutt of several species types including Celestial, Fey, Humanoid and Demon. 
 + 
 +  ***Lifespan:** \\ Although elves reach physical maturity at about the same age as humans, the elven. understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old 
 +    ***Ageless** \\ You don't age, and effects that would cause you to age don't work on you. 
 + 
 +  ***Alignment:** \\ Elves love freedom, variety, and self-expression, so they lean strongly towards the gentler aspects of chaos. They value and protect others' freedom as well as their own, and are good more often than not. Drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not. 
 + 
 +  ***Size:** \\ Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. 
 + 
 +  ***Speed:** \\ You have a base walking speed of 30ft. 
 + 
 +  ***Languages:** \\ You can speak, read and write Common and Elven.
  
 </WRAP> </WRAP>
  
-<WRAP round right 15em+<WRAP half column
-^ ^ ^ Core ^ Saves ^ ^ +  ***Dark Vision** \\ Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey. 
-| STR | +0 | DEX | +0 | CON | +0 | + 
-| INT | +0 | WIS | +0 | CHA | +0 | +  ***Fey Ancestry** \\  You have advantage on saving throws against being charmed, and magic can't put you to sleep. 
-^ ^ ^ Spell ^ Slots ^ ^ + 
-| 1st | 0 | 2nd | 0 | 3rd | 0 | +  ***Trance** \\ Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance". While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep. 
-| 4th | 0 | 5th | 0 | 6th | 0 | + 
-| 7th | 0 | 8th | 0 | 9th | 0 |+  ***Keen Sense** \\ You gain proficiency in the perception skill 
 + 
 +  ***Incisive Sense.** \\ You have advantage on Investigation and Insight checks. 
 + 
 +  ***Celestial Resistance** \\ You have resistance to necrotic damage and radiant damage. 
 </WRAP> </WRAP>
 +</WRAP>
 +</WRAP>
 +
 +===== Alchemist Artificer Introduction =====
 +----
 +
 +//Artificers are very new to the lands of Felwind, As arcane technology advances some scholars discovered ways to channel the Arcane through tools and items. Though items with magic properties have been common for thousands of years only recently have creatures learned how to enhance and channel their energy through these items. \\
 +Cinder one such of these new artificers. Given a high end scholarship at [[faction:remon_academy|Remon's Academy]] in pursuit of this new style of arcane manipulation. Although she ended up dropping out she continued her study on her own. Leaning towards the alchemist side of Artificers.//
 +
 +**Hit Points** \\
 +**Hit Dice:** 1d8 per artificer level \\
 +**Hit Points at 1st Level:** 8 + your Constitution modifier \\
 +**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per artificer level after 1st
 +
 +**Proficiencies** \\
 +**Armor:** Light armor, medium armor, shields \\
 +**Weapons:** Simple weapons, hand crossbows, heavy crossbows \\
 +**Tools:** Alchemist Supplies, Tinker’s tools, Glass Blower's Tools \\
 +**Saving Throws:** Constitution, Intelligence \\
 +**Skills:** Choose two from **Arcana**, History, **Investigation**, Medicine, Nature, Perception, Sleight of Hand 
 +
 +**Equipment** \\
 +
 +  *Adamantine Dagger, 
 +  *Backpack, 2G
 +  *Bottle Case, 1G
 +  *Blass Bottle x20, 40G
 +  *Fine Clothes, 15G
 +  *Component Pouch, 25G
 +  *Coin pouch, 5s
 +  *Weaver's Tools, 1G
 +  *Alchemist Supplies,
 +  *Poisoner's Kit,
 +  *
 +  *Signature Weapon [[item:repilcache|Repilcache]]
 +  
 +Optional Rule: Firearm Proficiency \\
 +If your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master's Guide and your artificer has been exposed to the operations of such weapons, your artificer is proficient with them.
 +
 +===Background: Feature & Details===
 +
 +//Short Description of Background//
 +
 +<WRAP box right 45em >
 +===Featured Feat: Adept Healer===
 +//Source: Homebrew// \\
 +You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
 +  *You gain proficiency in the medicine skill.
 +  *When you use a healer's kit to stabilize a dying creature, that creature also regains hit points equal to your wisdom bonus.
 +    *You can use your bonus action in place of an action to stabilise a creature using the healer's kit.
 +  *As an action. you can spend one use of a healer's kit to tend to a creature and restore 2d6 + your Wisdom bonus hit points to the target, plus additional hit points equal to the creature's maximum number of Hit Dice. 
 +</WRAP>
 +
 +**Skill Proficiencies** 
 +  *Acrobatics
 +**Tools** 
 +  *Healer's Kit
 +  *Tool
 +**Equipment (If Any)**
 +
  
-{{ :character:decota:cinder_chibi_15x15.png?300 |}} 
  
 <WRAP clear /> <WRAP clear />
  
-<WRAP round right 15em+---- 
-^ Skill Saves ^ +<WRAP centeralign
-| Acrobatics | +0 | +===== Alchemist Artificer =====
-| Medicine | +0 | +
-| Animal Handling | +0 | +
-| Nature | +0 | +
-| Arcana | +0 |  +
-| Perception | +0  | +
-| Athletics | +0 |  +
-| Performance | +0  | +
-| Deception | +0 |  +
-| Persuasion | +0 | +
-| History | +0 |  +
-| Religion | +0 | +
-| Insight | +0  |  +
-| Sleight of Hand | +0 | +
-| Intimidation | +0 |  +
-| Stealth | +0 | +
-| Investigation | +0 |  +
-| Survival | +0 |+
 </WRAP> </WRAP>
  
-<WRAP left tablewidth 65%+<WRAP group
-^ Passive Ability ^ Stat ^ Source ^ +<WRAP half column > 
-| ++ Ability Name | \\ Description ++ | Stat | Source | +<WRAP box> 
-| ++ Ability Name | \\ Description ++ | Stat | Source | +==== 1st Level Alchemist Artificer ==== 
-| ++ Ability Name | \\ Description ++ | Stat | Source | +---- 
-| ++ Ability Name | \\ Description ++ | Stat | Source | + 
-| ++ Ability Name | \\ Description ++ | Stat | Source | +**Tinker** \\ Using artisan tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options: 
-| ++ Ability Name | \\ Description ++ | Stat | Source | + 
-| ++ Ability Name | \\ Description ++ | Stat | Source | +  ***Clockwork Toy** This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. 
-| ++ Ability Name | \\ Description ++ | Stat | Source | + 
-| ++ Ability Name | \\ Description ++ | Stat | Source | +  ***Fire Starter** The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action. 
-| ++ Ability Name | \\ Description ++ | Stat | Source |+ 
 +  ***Music Box** When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed. 
 + 
 +At your DM's discretion, you may make other objects with effects similar in power to these. The Prestidigitation cantrip is a good baseline for such effects. 
 + 
 +**Magical Tinkering** \\ 
 +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 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. 
 </WRAP> </WRAP>
 +
 +<WRAP box>
 +==== 2nd Level Alchemist Artificer ====
 +----
 +
 +**Infuse Item** \\
 +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** \\
 +  *1: Homonculus Servant
 +  *2: Replicate Magic Item
 +  *3: Enhanced Weapon
 +  *4: Mind Sharpener
 +
 +When you gain this feature, pick four artificer infusions to learn. 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.
 +
 +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. 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 immediately ends, and then the new infusion applies.
 +</WRAP>
 +
 +<WRAP box>
 +==== 3rd Level Alchemist Artificer ====
 +----
 +
 +**Tool Proficiency** \\
 +When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice
 +
 +**The Right Tool for the Job** \\
 +At 3rd level, you learn how to produce exactly the tool you need: with tinker'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 nonmagical, and they vanish when you use this feature again.
 +
 +**Experimental Elixir** \\
 +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.
 +
 +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.
 +
 +You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, 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.
 +
 +**Experimental Elixir** \\
 +^ D6 ^ Name ^ Effect ^
 +| 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. |
 +
 +</WRAP>
 +
 +<WRAP box>
 +==== 4th Level Alchemist Artificer ====
 +----
 +**Feat: Alchemist** //Unearthed Arcana 15//
 +
 +You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits:
 +  *Increase your Intelligence score by 1, to a maximum of 20.
 +  *You gain proficiency with alchemist’s supplies. If you are already proficient with them, you double your proficiency bonus to checks you make with them.
 +  *As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work.
 +  *Over the course of any short rest, you can temporarily improve the potency of one potion of healing of any rarity. To use this benefit, you must have alchemist’s supplies with you, and the potion must be within reach. If the potion is drunk no more than 1 hour after the short rest ends, the creature drinking the potion can forgo the potion’s die roll and regains the maximum number of hit points that the potion can restore.
 +</WRAP>
 +
 +<WRAP box>
 +==== 5th Level Alchemist Artificer ====
 +----
 +**Alchemical Savant** \\
 +At 5th level, you develop 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 or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).
 +</WRAP>
 +
 +<WRAP box >
 +==== 6th Level Alchemist Artificer ====
 +----
 +
 +**Tool Expertise** \\
 +Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
 +
 +</WRAP>
 +
 +
 +<WRAP box>
 +==== 7th Level Alchemist Artificer ====
 +----
 +**Flash of Genius** \\
 +Starting at 7th level, you gain 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.
 +
 +</WRAP>
 +</WRAP>
 +
 +<WRAP half column >
 +<WRAP box>
 +==== 8th Level Alchemist Artificer ====
 +----
 +**Feat: Observant** //Player's Handbook//
 +
 +Quick to notice details of your environment, you gain the following benefits:
 +  *Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
 +  *If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
 +  *You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
 +</WRAP>
 +
 +<WRAP box>
 +==== 9th Level Alchemist Artificer ====
 +----
 +**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.
 +</WRAP>
 +
 +<WRAP box>
 +==== 10th Level Alchemist Artificer ====
 +----
 +**Magic Item Adept** \\
 +When you reach 10th level, you achieve a profound understanding of how to use and make magic items:
 +  *You can attune to up to four magic items at once.
 +  *If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
 +</WRAP>
 +
 +
 +
 +
 +<WRAP box>
 +==== 11th Level Alchemist Artificer ====
 +----
 +**Spell-Storing Item** \\
 +At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus and store a spell in it, choosing one 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't to have it prepared).
 +
 +While holding the object, a creature can take an action to produce the spell's effect from it using your spellcasting ability modifier. If the spell requires concentration, that creature must concentrate. \\
 +The spell stays in the object until it has been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.
 +
 +</WRAP>
 +
 +<WRAP box>
 +==== 12th Level Alchemist Artificer ====
 +----
 +**Ability Score or Feat**
 +
 +</WRAP>
 +
 +<WRAP box>
 +==== 13th Level Alchemist Artificer ====
 +----
 +Text
 +</WRAP>
 +
 +<WRAP box>
 +==== 14th Level Alchemist Artificer ====
 +----
 +**Magic Item Savant** \\
 +At 14th level, your skill with magic items deepens more:
 +  *You can attune to up to five magic items at once.
 +  *You ignore all class, race, spell and level requirements on attuning to or using a magic item.
 +</WRAP>
 +</WRAP>
 +</WRAP>
 +----
 +
 +===== Blood-Hunter Introduction =====
 +
 +Lore introduction. \\
 +
 +As a CLASS, you gain the following class features.
 +
 +Hit Points
 +  *Hit Dice: 1d10 per ranger level
 +  *Hit Points at 1st Level: 10 + your Constitution modifier
 +  *Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st
 +
 +Proficiencies
 +  *Armor: -
 +  *Weapons: -
 +  *Skills: -
 +
 +<WRAP centeralign>
 +===== Mutagen Blood Hunter =====
 +</WRAP>
 +
 +<WRAP group>
 +<WRAP half column >
 +<WRAP box>
 +==== 1st Level Mutant Blood-Hunter ====
 +----
 +**Hunter's Bane** \\
 +Beginning at 1st level, you have survived the Hunter’s Bane, a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence ability checks to recall information about them.
 +
 +The Hunter’s Bane also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
 +
 +**Hemocraft save DC** = 8 + your proficiency bonus + your Intelligence modifier.
 +
 +**Blood Maledict** \\
 +At 1st level, you gain the ability to channel, and sometimes sacrifice, a part of your vital essence to curse and manipulate creatures through hemocraft magic. You gain one Blood Curse of your choice. You learn one additional blood curse of your choice, and you can choose one of the blood curses you know and replace it with another blood curse, at 6th, 10th, 14th, and 18th level.
 +
 +When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by losing a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood in their bodies are immune to blood curses, unless you have amplified the curse.
 +
 +You can use this feature once. Beginning at 6th level, you can use your Blood Maledict feature twice, at 13th level you can use it three times between rests, and at 17th level, you can use it four times between rests. You regain all expended uses when you finish a short or long rest.
 +
 +</WRAP>
 +
 +<WRAP box>
 +==== 2nd Level Mutant Blood-Hunter ====
 +----
 +
 +**Fighting Style: Dueling** \\
 +When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
 +
 +
 +**Crimson Rite** \\
 +At 2nd level, you learn to invoke a rite of hemocraft within your weapon at the cost of your own vitality. Choose one rite from the Primal Rites list below to learn.
 +
 +As a bonus action, you activate a crimson rite on a single weapon with the elemental energy of a known rite of your choice that lasts until you finish a short or long rest, or if you aren’t holding the weapon at the end of your turn. When you activate a rite, you lose a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table.
 +
 +While active, attacks from this weapon deal an additional 1d4 damage of the chosen rite’s type. This damage is magical, and increases as you gain levels as a blood hunter, as shown in the Hemocraft Die column of the Blood Hunter table. A weapon can only hold a single active rite at a time.of your turn. When you activate a rite, you lose a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table.
 +
 +You learn an additional Primal Rite of your choice at 7th level, and choose an Esoteric Rite to learn at 14th level.
 +
 +^ Rite Type ^ Rite Name ^ Damage Type ^
 +| Primal | Rite of the Flame | Your rite damage is fire damage |
 +| Primal | Rite of the Frozen | Your rite damage is cold damage |
 +| Primal | Rite of the Storm | Your rite damage is lightning damage |
 +| Esoteric | Rite of the Dead | Your rite damage is necrotic damage |
 +| Esoteric | Rite of the Oracle | Your rite damage is psychic damage |
 +| Esoteric | Rite of the Roar | Your rite damage is thunder damage |
 +</WRAP>
 +
 +<WRAP box>
 +==== 3rd Level Mutant Blood-Hunter ====
 +----
 +**Formulas** \\
 +You begin to uncover forbidden alchemical formulas that temporarily alter your mental and physical abilities.
 +
 +Beginning at 3rd level, you choose to learn four Mutagen formulas. Your formula options are detailed at the end of this order description. You gain an additional formula at 7th level, 11th level, 15th level, and 18th level.
 +
 +**Mutagens**
 +  * 1
 +  * 2
 +  * 3
 +  * 4
 +
 +Additionally, when you gain a new mutagen formula, you can choose one of the formulas you already know and replace it with a new mutagen formula.
 +
 +**Mutagencraft** \\
 +At 3rd level, you can concoct a single mutagen when you finish a short or long rest. Starting at 7th level, the number of mutagens you can create when you finish a rest increases to two, and you can create three mutagens at 15th level.
 +
 +As a bonus action you can consume a single mutagen, and the effects and side effects last until you finish a short or long rest, unless otherwise specified. While one or more mutagens are affecting you, you can use an action to focus and flush the toxins from your system, ending the effects and side effects of all mutagens.
 +
 +Mutagens are designed for your biology and have no effect on other creatures. They are also unstable by nature, losing their potency over time and becoming inert if not used before you finish your next short or long rest.
 +</WRAP>
 +</WRAP>
 +
 +<WRAP half column >
 +<WRAP box>
 +==== 4th Level Mutant Blood-Hunter ====
 +----
 +**Feat: Poisioner** //Source: Tasha's Cauldron of Everything// \\
 +
 +You can prepare and deliver deadly poisons, gaining the following benefits:
 +  *When you make a damage roll, you ignore resistance to poison damage.
 +  *You can coat a weapon in poison as a bonus action, instead of an action.
 +  *You gain proficiency with the poisoner's kit if you don't already have it. With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn
 +</WRAP>
 +
 +<WRAP box>
 +==== 5th Level Mutant Blood-Hunter ====
 +----
 +**Extra Attack** \\
 +Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action.
 +
 +</WRAP>
 +
 +<WRAP box>
 +==== 6th Level Mutant Blood-Hunter ====
 +----
 +**Brand of Castigation** \\
 +At 6th level, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic into it (requires no action). You always know the direction to the branded creature, and each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the branded creature suffers psychic damage equal to your Intelligence
 +modifier (minimum of 1 damage).
 +
 +Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level (maximum of 9th level spell).
 +
 +</WRAP>
 +</WRAP>
 +</WRAP>
 +----
  
 <WRAP clear /> <WRAP clear />
  
-<WRAP round centre+<WRAP centeralign
-^ Active Ability ^ Description ^ Action ^ Usage/Recovery ^ Source ^ +=====Cinder's Spellcasting Rules & Details=====
-| Name | ++ Stat | \\ description goes here ++| Action/Bonus/Reaction | 1 per rest | Racial | +
-| Name | ++ Stat | \\ description goes here ++| Action/Bonus/Reaction | 1 per rest | Racial | +
-| Name | ++ Stat | \\ description goes here ++| Action/Bonus/Reaction | 1 per rest | Racial | +
-| Name | ++ Stat | \\ description goes here ++| Action/Bonus/Reaction | 1 per rest | Racial | +
-| Name | ++ Stat | \\ description goes here ++| Action/Bonus/Reaction | 1 per rest | Racial | +
-| Name | ++ Stat | \\ description goes here ++| Action/Bonus/Reaction | 1 per rest | Racial | +
-| Name | ++ Stat | \\ description goes here ++| Action/Bonus/Reaction | 1 per rest | Racial | +
-| Name | ++ Stat | \\ description goes here ++| Action/Bonus/Reaction | 1 per rest | Racial | +
-| Name | ++ Stat | \\ description goes here ++| Action/Bonus/Reaction | 1 per rest | Racial | +
-| Name | ++ Stat | \\ description goes here ++| Action/Bonus/Reaction | 1 per rest | Racial |+
 </WRAP> </WRAP>
  
 +**Spellcasting** \\
 +You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.
 +
 +**Type of Spell List you can access**
 +
 +**Spell Slot Recovery**
 +
 +<WRAP round left 15em>
 +^ ^ ^ Spell ^ Slots ^ ^
 +| 1st | 0/0 | 2nd | 0/0 | 3rd | 0/0 |
 +| 4th | 0/0 | 5th | 0/0 | 6th | 0/0 |
 +| 7th | 0/0 | 8th | 0/0 | 9th | 0/0 |
 +^ Total Cantrips  ||| 0  |
 +^ Total Spells  ||| 0  |
 </WRAP> </WRAP>
 +<WRAP clear />
  
-====Background Scholar: Feature & Details====+**Preparing and Casting Spells** \\ 
 +The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
  
-//Scholars study many things, you decided to follow a long lost method of weaving arcane energy into ink.//+You prepare the list of artificer spells that are available for you to castchoosing from the artificer spell list. \\ When you do so, choose __a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell).__ The spells must be of a level for which you have spell slots.
  
-**Skill Proficiencies**  +For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a lst-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. \\ 
-  *Perception +You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list. 
-  *History + 
-**Languages And Tools**  +**Spellcasting Scores, DC, Bonus** \\ 
-  *Elven +Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one. 
-  *Tattooist Tools + 
-**Equipment (If Any)** +Spell save DC = 8 + your proficiency bonus + your Intelligence modifier 
-  *Tattooist tools + 
-  *200g of Ink Supplies +Spell attack modifier = your proficiency bonus + your Intelligence modifier 
-  *Artistic Sketch Book+ 
 + 
 +**Ritual Casting** \\ 
 +You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared. 
 + 
 +**Spellcasting Focus, Tools Required** \\ 
 +You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools. 
 + 
 +After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus. 
 + 
 +=====Spell List===== 
 + 
 +<WRAP box> 
 +^ Cantrip ^ Level 1 ^ Level 2 ^ Level 3 ^ Level 4 ^  
 +| - | - | - | - | - | 
 +| - | - | - | - | - | 
 +| - | - | - | - | - | 
 +| - | - | - | - | - | 
 +| - | - | - | - | - | 
 +^ Level 5 ^ Level 6 ^ Level 7 ^ Level 8 ^ Level 9 ^ 
 +| - | - | - | - | - | 
 +| - | - | - | - | - | 
 +| - | - | - | - | - | 
 +| - | - | - | - | - | 
 +| - | - | - | - | - | 
 + 
 +//Bold = Prepared Spell// 
 + 
 +</WRAP> 
 + 
 + 
 +===== Artifiser Infusions ===== 
 +Atificers have invented numerous magical infusions that rapidly create magic items. To the untrained, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete. 
 + 
 +The description of each infusion tells you the type of item that can receive it. The description also tells you if the resulting magic item requires attunement. 
 + 
 +Some infusions specify a minimum artificer level. You can’t learn such an infusion until you are at least that level. 
 + 
 +Unless an infusion’s description says otherwise, you can’t learn the infusion more than once. 
 + 
 +**Armor of Magical Strength (UA)** 
 +Prerequisite: 10th-level artificer \\ 
 +Item: A suit of armor (requires attunement) \\ 
 +While wearing this armor, a creature can use its Intelligence modifier in place of its Strength modifier when making Strength checks and Strength saving throws. \\ 
 +The armor has 4 charges. As a reaction when it would be knocked prone, the wearer can expend 1 charge to not be knocked prone. The armor regains 1d4 expended charges daily at dawn. 
 + 
 +**Armor of Tools (UA)** \\ 
 +Item: A suit of armor \\ 
 +As an action, a creature wearing this infused armor can integrate into it artisan’s tools or thieves’ tools. The tools remain integrated in the armor for 8 hours or until the wearer removes the tools as an action. The armor can have only one tool integrated at a time. The wearer can add its Intelligence modifier to any ability checks it makes with the integrated tool. The wearer must have a hand free to use the tool. 
 + 
 +**Boots of the Winding Path** \\ 
 +Prerequisite: 6th-level artificer \\ 
 +Item: A pair of boots (requires attunement) \\ 
 +While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn. 
 + 
 +**Enhanced Arcane Focus** \\ 
 +Item: A rod, staff or wand \\(requires attunement) \\ 
 +While holding this item, a creature gains +1 bonus to spell attack rolls. in addition, the creature ignores half cover when making a spell attack. \\ 
 +The bonus increases to +2 when you reach 10th level in this class. 
 + 
 +**Enhanced Defense** \\ 
 +Item: A suit of armor or a shield \\ 
 +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. 
 + 
 +**Enhanced Weapon** \\ 
 +Item: A simple or martial weapon \\ 
 +This magic weapon grants a +1 bonus to attack and damage rolls made with it. \\ 
 +The bonus increases to +2 when you reach 10th level in this class. 
 + 
 +**Helm of Awareness (UA)** \\ 
 +Prerequisite: 10th-level artificer \\ 
 +Item: A helmet (requires attunement) \\ 
 +While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated. 
 + 
 +**Mind Sharpener (UA)** \\ 
 +Item: A suit of armor or robes (requires attunement) \\ 
 +The infused item can send a jolt to the wearer to refocus their mind. While wearing this infused item, whenever the creature fails a Constitution saving throw to maintain concentration on a spell, it can use its reaction to succeed instead. 
 + 
 +**Radiant Weapon** \\ 
 +Item: 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. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action. 
 + 
 +The weapon has 4 charges. As a reaction immediately after being hit by a melee attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn. 
 + 
 +**Repeating Shot** \\ 
 +//Prerequisite: 6th-level artificer// \\ 
 +Item: A simple or martial weapon (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. 
 + 
 +**Repulsion Shield** \\ 
 +//Prerequisite: 6th-level artificer// \\ 
 +Item: A shield (requires attunement) \\ 
 +A creature gains a +1 bonus to Armor Class while wielding this shield. \\ 
 +The shield has 5 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn. 
 + 
 +**Resistant Armor** \\ 
 +//Prerequisite: 6th-level artificer// \\ 
 +Item: A suit of armor (requires attunement) 
 +While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. 
 + 
 +**Returning Weapon** \\ 
 +Item: A simple or martial weapon with the thrown property 
 +This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack. 
 + 
 +**Spell-Refueling Ring (UA)** \\ 
 +//Prerequisite: 6th-level artificer// \\ 
 +Item: A ring (requires attunement) \\ 
 +While wearing this ring, the creature can recover one expended spell slot as an action. The maximum level of the recovered slot is equal to the number of magic items the wearer is currently attuned to. Once used, the ring can’t be used again till the next dawn 
 + 
 +====Replicate Magic Item==== 
 +Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a different magic item that you can make with it, picking from the Replicable Magic Items tables below. A table's title tells you the level you must be in the class to choose an item from the table. 
 + 
 +In the tables, an item’s entry tells you whether the item requires attunement. See the item’s description in the Dungeon Master’s Guide for more information about it, including the type of object required for its making. 
 + 
 +If you have Xanathar's Guide to Everything, you can choose from among the common magic items in that book when you pick a magic item you can replicate with this infusion. 
 + 
 +^ Replicable Magic Items (2nd-Level Artificer) ^ ^ 
 +^ Magic Item ^ Attunement ^ 
 +| Alchemy jug | No | 
 +| Armblade (Eberron: Rising from the Last War) | Yes | 
 +| Bag of holding | No | 
 +| Cap of water breathing | No | 
 +| Goggles of night | No | 
 +| Prosthetic limb (Eberron: Rising from the Last War) | Yes | 
 +| Rope of climbing | No | 
 +| Sending stones | No | 
 +| Wand of magic detection| No | 
 +| Wand of secrets | No | 
 +^ Replicable Magic Items (6th-Level Artificer) ^ ^ 
 +^ Magic Item ^ Attunement ^ 
 +| Boots of elvenkind | No | 
 +| Cloak of elvenkind | No | 
 +| Cloak of the manta ray | No | 
 +| Eyes of charming | Yes | 
 +| Gloves of thievery | No | 
 +| Lantern of revealing | No | 
 +| Pipes of haunting | No | 
 +| Ring of water walking | No | 
 +| Wand sheath (Eberron: Rising from the Last War) | Yes | 
 +^ Replicable Magic Items (10th-level artificer) ^ ^ 
 +| Boots of striding and springing | Yes | 
 +| Boots of the winterlands | Yes | 
 +| Bracers of archery | Yes | 
 +| Brooch of shielding | Yes | 
 +| Cloak of protection | Yes | 
 +| Eyes of the eagle | Yes | 
 +| Gauntlets of ogre power | Yes | 
 +| Gloves of missile snaring | Yes | 
 +| Gloves of swimming and climbing | Yes | 
 +| Hat of disguise | Yes | 
 +| Headband of intellect | Yes | 
 +| Helm of telepathy | Yes | 
 +| Medallion of thoughts | Yes | 
 +| Periapt of wound closure | Yes | 
 +| Pipes of the sewers | Yes | 
 +| Quiver of Ehlonna | No | 
 +| Ring of jumping | Yes | 
 +| Ring of mind shielding | Yes | 
 +| Slippers of spider climbing | Yes | 
 +| Ventilating lung (Eberron: Rising from the Last War) | Yes | 
 +| Winged boots | Yes | 
 +^ Replicable Magic Items ^ (14th-level artificer) ^ 
 +^ Magic Item ^ Attunement ^ 
 +| Amulet of health | Yes | 
 +| Arcane propulsion arm (Eberron: Rising from the Last War) | Yes | 
 +| Belt of hill giant strength | Yes | 
 +| Boots of levitation | Yes | 
 +| Boots of speed | Yes | 
 +| Bracers of defense | Yes | 
 +| Cloak of the bat | Yes | 
 +| Dimensional shackles | No | 
 +| Gem of seeing | Yes | 
 +| Horn of blasting | No | 
 +| Ring of free action | Yes | 
 +| Ring of protection | Yes | 
 +| Ring of the ram | Yes | 
 + 
 +====Homunculus Servant==== 
 +//Prerequisite: 6th-level artificer// \\ 
 +Item: A gem worth at least 100 gp or a dragonshard \\ 
 +You learn intricate methords for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms. 
 + 
 +You determine the homunculus' appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons. 
 + 
 +The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Homunculus Servant stat block. 
 + 
 +In combat, the homunculus shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on it's own, but 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 the action in its stat block or the Dash, Disengage, Help, Hide or Search action. 
 + 
 +The homunculus regains 2d6 hit points if the Mending spell is cast on it. If it dies, it vanishes leaving its heart in its space. 
 + 
 +^ Homunculus Servant ^ 
 +^ Tiny construct ^ neutral ^ 
 +| Armor Class | 13 (natural armor) | Hit Points | equal to homunculus's Constitution modifier + your Intelligence modifier + your level in this class | 
 +| Speed | 20 ft., fly 30 ft. | 
 +| STR 4 (−3) | DEX 15 (+2) | CON 12 (+1) | INT 10 (+0) | WIS 10 (+0) | CHA 7 (−2) | 
 +| Saving Throws|  Dex +1 | Skills | Perception +4, Stealth +4 | 
 +| Damage Immunities | poison | Condition Immunities | exhaustion, poisoned | 
 +| Senses | darkvision 60 ft | passive Perception | 14 | 
 +| Languages | understands the languages you speak | 
 + 
 +Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. it can't use this trait if it's incapacitated 
 + 
 +Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus’s skill and saving throw bonuses (above( and the bonuses to hit and damage of its attack (below). 
 + 
 +Actions (Require Your Bonus Action) 
 +Force Strike. Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. Hit: 1d4 + 2 force damage. 
 + 
 +Reactions 
 +Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you. 
 + 
 + 
 + 
 +===== Potion Stuff ===== 
 + 
 + 
 +==== Mutagens ==== 
 + 
 +**Title**  
 +  *//Prerequisite: 11th Level// 
 +    *You gain a flying speed of 20 feet for 1 hour. 
 +    ***Side Effect** You gain disadvantage on Strength and Dexterity ability checks for 1 hour. 
 + 
 +**Alluring** 
 +    *Your skin and voice become malleable, allowing you to slightly enhance your appearance and presence. You have advantage on Charisma ability checks. 
 +    ***Side Effect:** You gain disadvantage on initiative rolls. 
 + 
 +**Celerity** 
 +  *Your Dexterity score increases by 3, as does your Dexterity maximum. This bonus increases by 1 at 11th level (+4) and 18th level (+5). 
 +  ***Side Effect:** You gain disadvantage on Wisdom saving throws. 
 + 
 +**Conversant** 
 +  *You gain advantage on Intelligence ability checks. 
 +  ***Side Effect:** You gain disadvantage on Wisdom ability checks. 
 + 
 +**Cruelty** 
 +  *//Prerequisite: 11th level// 
 +    *When you use the Attack action, you can make an additional weapon attack as a bonus action. 
 +    ***Side Effect:** You gain disadvantage on Intelligence, Wisdom, and Charisma saving throws. 
 + 
 +**Deftness** 
 +  *You gain advantage on Dexterity ability checks 
 +  ***Side Effect:** You gain disadvantage on Wisdom ability checks. 
 + 
 +**Embers** 
 +  *You gain resistance to fire damage. 
 +  ***Side Effect:** You gain vulnerability to cold damage. 
 + 
 +Gelid 
 +  *You gain resistance to cold damage. 
 +  ***Side Effect:** You gain vulnerability to fire damage. 
 + 
 +Impermeable 
 +  *You gain resistance to piercing damage. 
 +  ***Side Effect:** You gain vulnerability to slashing damage. 
 + 
 +Mobile 
 +  *You are immune to the grappled and restrained conditions. At 11th level, you also are immune to the paralyzed condition. 
 +  ***Side Effect:** You gain disadvantage on Strength ability checks. 
 + 
 +**Nighteye** 
 +  *You gain darkvision for up to 60 feet. If you already have darkvision, this increases its range by 60 additional feet. 
 +  ***Side Effect:** You gain sunlight sensitivity (detailed in the Dark Elf section on page 24 in the Player’s Handbook)
 + 
 +**Percipient** 
 +  *You gain advantage on Wisdom ability checks. 
 +  ***Side Effect:** You gain disadvantage on Charisma ability checks. 
 + 
 +**Potency** 
 +  *Your Strength score increases by 3, as does your Strength maximum. This bonus increases by 1 at 11th level (+4) and 18th level (+5). 
 +  ***Side Effect:** You have disadvantage on Dexterity saving throws. 
 + 
 +**Precision**  
 +  *//Prerequisite: 11th level// 
 +    *Your weapon attacks score a critical hit on a roll of 19-20. 
 +    ***Side Effect:** You gain disadvantage on Strength saving throws. 
 + 
 +**Rapidity** 
 +  *Your speed increases by 10 feet. At 15th level, your speed increases by 15 feet instead. 
 +  ***Side Effect:** You gain disadvantage on Intelligence ability checks. 
 + 
 +**Reconstruction** 
 +  *//Prerequisite: 7th level// 
 +    *For 1 hour, at the start of each of your turns, you regain hit points equal to your proficiency bonus if you have at least 1 hit point but no more than half of your hit points left. 
 +    ***Side Effect:** Your speed decreases by 10 ft for 1 hour. 
 + 
 +**Sagacity** 
 +  *Your Intelligence score increases by 3, as does your Intelligence maximum. This bonus increases by 1 at 11th level (+4) and 18th level (+5). 
 +  ***Side Effect:** You gain disadvantage on Charisma saving throws. 
 + 
 +**Shielded** 
 +  *You gain resistance to slashing damage. 
 +  ***Side Effect:** You gain vulnerability to bludgeoning damage. 
 + 
 +**Unbreakable** 
 +  *You gain resistance to bludgeoning damage. 
 +  ***Side Effect:** You gain vulnerability to piercing damage. 
 + 
 +**Vermillion** 
 +  *You gain an additional use of your Blood Maledict feature. 
 +  ***Side Effect:** You gain disadvantage on death saving throws. 
 + 
 +===== Magic Markings ===== 
 + 
 +===== Battle Master ===== 
 + 
 +**Combat Superiority** \\ 
 +When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice. 
 + 
 +Manoeuvres. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. 
 + 
 + 
 +**Superiority Dice:**  \\ 
 +You have four (+1 from Feat) superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level 
 + 
 +  *Level 1 Fighter: +4 Superiority Dice 
 +  *Racial Feat: +1  
 +  *Level 4 Feat: +1 
 +  *Level 7 Fighter: +1 
 +  *Level 1 Rogue: Dice = Twice Proficiency Bonus (+10) 
 + 
 +**Technique Save DC:** \\ Base 8 + Proficiency 4 + Dexterity4 (DC = 16) \\ Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)  \\ 
 + 
 +**Battle Techniques** \\ 
 + 
 +  *Disarming Attack 
 +    *When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. 
 +  * Trip Attack 
 +    *When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. 
 +  * Snipe  
 +    *As a bonus action, you can expend one superiority die and make a ranged weapon attack. You can draw a thrown weapon as part of making this attack. If you hit, add the superiority die to the attack’s damage roll. 
 +  *Feinting Attack 
 +    *You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll. 
 +  *Riposte 
 +    *When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll. 
 + 
 +**Psi-Bolstered Knack** When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds. 
 + 
 +===== Magic Markings ===== 
 + 
 +**Applying a Tattoo** \\ 
 +In order to apply a tattoo, there must first be room to draw it into the skin. Every tattoo has a size and location. The size of the tattoo scales with the size of the creature. Because of this, a Large chest tattoo would take up the same space on a human, a halfling, or a giant, as the size of the tattoo stays proportional to the size of the creature it is applied to. 
 + 
 +Characters are limited by the amount of available space on their body. The creature must wait one month between each tattoo to properly let the magic of the ink to set and bind to the flesh 
 + 
 +The following rules apply for Magic tattoos 
 +  *A magic tattoo counts as an attuned item weather the original effected needed attunement or not. 
 +  *Magic tattoos take time to properly apply. 
 +  *Magic tattoos cannot be removed without costly and lengthy consequences. 
 +  *A magic item or spell scroll being converted into a magic tattoo will be destroyed upon completion. Spells still require spell slots to cast but do not require their components or a spell casting focus. 
 +    *Note, Not all spells/items can be converted into tattoos, Think logically and ask your DM before applying. 
 + 
 +Available space \\ 
 +^ Body Part ^ Number of Tattoos ^ 
 +| Head | 1 Medium, or 2 Small | 
 +| Chest | 1 Large, or 2 Medium, or 4 Small | 
 +| Back | 1 Large, or 2 Medium, or 4 Small | 
 +| Arm or Wing | 1 Medium and 1 Small, or 3 Small | 
 +| Leg or Tail | 1 Medium and 1 Small, or 3 Small |
  
-===Feature: Eldrich Adept=== 
-//Source: Tasha's Cauldron of Everything// \\ 
-Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite, you can choose that invocation only if you're a warlock and only if you meet the prerequisite. \\ 
-Whenever you gain a level, you can replace the invocation with another one from the warlock class. 
  
-  ***Eyes of the Rune Keeper** //Source: Player's Handbook// 
-  *You can read all writing. 
  
 +==== Sketchbook ====
 +**The Artist's Sketchbook** \\
 +When an artist first gains proficiency with tattooist’s tools, their teacher gives them a sketchbook containing designs for a number of Simple or Average tattoos equal to 5 + their Intelligence modifier. \\
 +The sketchbook is a unique compilation of designs, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that they received as a gift from their teacher, a finely bound gilt-edged tome they found in an ancient library, or even a loose collection of notes scrounged together after they lost their previous sketchbook in a mishap.
  
 +**Discovering new templates** \\
 +Most examples of tattoo templates are exceedingly rare and either well-hidden or carefully guarded, as existing tattoos are either culturally significant or highly prized by their current owners. In rare cases, ancient tattoo templates may be found in such areas as ancient temple walls or found carved into totems. The most common way to learn a new template is to copy it from a tattooed person. Copying the design of a tattoo from another body requires the tattooist make an Intelligence check. The DC is determined by the condition of the body:
  
 +^ Condition of Subject ^ DC ^
 +| Living, willing or unconscious | 5 |
 +| Dead, for less than a week | 10 |
 +| Living, unwilling or restrained | 15 |
 +| Dead, for one week or more | 20 |
 +| Dead, tattoo design is not intact | 25 |
  
 +The size and intricacy of tattoos will determine the amount of resources needed to copy the tattoo. An artist will need to spend 2 hours and 50 gp to copy a design into their sketchbook. This amount increases by 2 hours and gp for each size and intricacy level, to a maximum of 10 hours and 250 gp for a Large Ornate tattoo. Once a tattoo is copied into a sketchbook, a template may then be created. Creating a template costs the same amount, in time and materials, as copying the design in the first place, and each template may be used only once.
  
 +**Copying your sketchbook** \\
 +Artists can copy a design from their own sketchbook into another book – for example, if they want to make a backup copy of their sketchbook. This is just like copying a new template, but faster and easier, since they understand their own notation and already know how to apply the tattoo. They need spend only 1 hour and 10 gp for each size and intricacy level of the tattoo. If the sketchbook is lost, they can use the same procedure to transcribe the designs that they can remember (an amount equal to their Intelligence (History) modifier, minimum of 0) into a new sketchbook. Filling out the remainder of the sketchbook requires them to find new templates to copy, as normal. For this reason, many artists keep backup sketchbooks in a safe place.
  
  
-=====Character Notebook===== +==== Marks ==== 
-A handy place for you to write notes as if your character was writing. \\ +Total Marks avalible \\ 
-For Reference or Lore fill it how you want.+4 total (Feat=2, Level 5=1, Level 10=1)
  
 +**Body Map**
  
 +**Tattoo of Flame** \\
 +  *Location:
 +  *Ink Used:
 +  *Cost:
 +  *Date/Time:
  
 +**Scar of Bravery** 
 +  *Location:
 +  *Ink Used:
 +  *Cost:
 +  *Date/Time:
  • character/cinder/stats.txt
  • Last modified: 14 hours ago
  • by Cinder