Seebo Sparklegem Scheppen
Rock Gnome Tinkerer Extraordinaire
Seebo Sparklegem Scheppen
Male Rock Gnome Artificer (Alchemist) 5
Init +2; Senses darkvision 60 ft; Passive Perception 11
Languages Common, Gnomish, Dwarvish
AC 16 (+2 Dex, +14 scale mail)
HP 48; Hit Dice 5d8
Saving Throws Con +6, Int+8
Speed 25 ft.
Melee Handaxe +4 (1d6+1 slashing)
Melee Light Hammer +4 (1d4+1 bludgeoning)
Ranged 80/320 light crossbow +4 (1d8+2 piercing)
Ranged 20/60 handaxe +4 (1d6+2 piercing)
Spell Attack +8
Prepared Spells (Save DC 16)
Artificer Spells (can cast both as rituals)
Detect Magic: Action/Self/V,S/Concentration, up to 10 min/Sense the presence of magic within 30 ft of you. If you sense magic, use action to see faint aura around any visible creature or object that bears magic, and you learn its school of magic.
Identify: 1 min/touch/V,S,M/Instantaneous/1 object that you touch throughout casting of the spell. If its a magic item or some other magic-imbued object, you learn its properties and how to use them.
Spell Level 1 (3 slots)
Cure Wounds: action/touch/V,S/Instantaneous/Creature regains HP equal to 1d8+ability mod. +1d8 per level above 1st.
False Life: action/self/V,S,M (small amt of alcohol or spirits)/1 hr/You gain 1d4 + 4 HP. +5 HP for each level above 1st.
Jump: action/touch/V,S,M (grasshopper’s hind leg)/1 min/Jump distance is tripled.
Shield of Faith: bonus action/60 ft/V,S,M (small parchment w/a bit of holy text)/concentration, up to 10 min/ +2 to AC for duration
Alchemical Fire (Action/Dist: 30 ft/5 ft radius/Dex Save/2d6 fire damage)
As an action, you can reach into your Alchemist’s Satchel, pull out a vial of volatile liquid, and hurl the vial at a creature, object, or surface within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). On impact, the vial detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 1d6 fire damage.
Alchemical Acid. (Action/Dist: 30 ft/1 creature/Dex Save/3d6 acid damage)
As an action, you can reach into your Alchemist’s Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). The vial shatters on impact. A creature must succeed on a Dexterity saving throw or take 1d6 acid damage. An object automatically takes that damage, and the damage is maximized.
Healing Draught (Action to get/Action to drink/3d8 HP).
As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula.
Thunderstone. (Act/Dist: 30 ft/10 ft rad/Con Save/knocked prone & be pushed 10 ft)
As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point.
Abilities Strength 12, Dexterity 14, Constitution 16, Intelligence 20, Wisdom 13, Charisma 12
Proficiency Bonus +3;
Armor: Light and medium armor
Languages: Common, Gnomish, Dwarvish
Thieves’ tools (A): +6
Tinker’s tools: +3
Smith’s tools (A): +6
Alchemist’s supplies (A): +6
Weapons: Simple weapons
Skills Arcana +8, History +8, Insight +4, Investigation +8, Religion +8
Gnome Cunning (You have advantage on all Int, Wis, and Char saving throws against magic)
Artificer’s Lore (Whenever you make an Int (History) check related to magic items, alchemical objects, or tech. devices, you can add twice your proficiency bonus)
Magic Item Analysis (You know the artificer spells Detect Magic and Identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature)
Tool Expertise (Your prof. bonus is doubled for any ability check you make that uses any of the tool prof. you gain from this class)
Superior Attunement (You can now attune to up to four, rather than three, magic items at a time)
Respect of the Stout Folk (You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance)
Infuse Magic (When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature)
Weapons: Handaxe, light hammer, light crossbow (20 bolts)
Armor: Scale Mail
Tools: Thieve’s tools, Tinker’s tools
Dungeoneer’s Pack (backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days of rations, waterskin, 50 feet of hempen rope)
Maker’s mark chisel used to mark your handiwork with the symbol of the clan of crafters you learned your skill from
Set of traveler’s clothes
Helm of Comprehending Languages
Bag of Holding
Bag of Holding content
1 Healer’s Kit (5 GP, 3 lbs)
1 Holy Water (25 GP, 1 lb)
1 1oz bottle of ink (10 GP, -)
1 Magnifying Glass (100 GP, -)
1 Hooded Lantern (5 GP, 2 lb)
20 Oil (flask) (1 sp/each, 20 lb)
10 Parchment (1 sp/each, -)
1 Ink Pen (2 CP, -)
1 Soap (2 CP, -)
1 Climber’s Kit (25 GP, 12 lb)
5 Glass Bottles (10 GP, 10 lb)
2 Antitoxin (100 GP, -)
10 Chalk (1 SP, -)
1 Smith’s Tools (20 GP, 8 lb)
2 Potion of Healing (100 GP, 1 lb) – 2d4 + 2
Personality I always want to know how things work and what makes people tick.
Ideals My talents were given to me so that I could use them to benefit the world.
Bonds I owe my guild a great debt for forging me into the person I am today.
Flaws I’m horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I’m surrounded by rivals.
Personal Goal Watch the world burn.
Current XP 6,500
Next Level 14,00
|Height: 3’6"||Weight: 40 lbs.||Age: 250|
|Eyes: Blue||Hair: Black||Skin: Brown|
KNOWN FAMILY MEMBERS