Table of Contents
Gurtle
3' 1“, 43 lbs, brown skin, blue eyes.
Primary Class: Rogue 3rd level
Secondary Class: Artificer 1st level
HP 32 AC 15
Str 11 Dex 20 Con 12 Int 16 Wis 14 Cha 11
Proficiency: +2
Skill Proficiencies
- Acrobatics (Dex): +5 Dex +2 Prof +0 Expert +0 Training
- Animal Handling (Wis): +2 Wis +0 Prof +0 Expert +0 Training
- Arcana (Int): +3 Int +2 Prof +0 Expert +0 Training
- Athletics (Str): +0 Str +0 Prof +0 Expert +0 Training
- Deception (Cha): +0 Cha +2 Prof +0 Expert +0 Training
- History (Int): +3 Int +0 Prof +0 Expert +0 Training
- Insight (Wis): +2 Wis +2 Prof +0 Expert +0 Training
- Intimidation (Cha): +0 Cha +0 Prof +0 Expert +0 Training
- Investigation (Int): +3 Int +2 Prof +0 Expert +0 Training
- Medicine (Wis): +2 Wis +0 Prof +0 Expert +0 Training
- Nature (Int): +3 Int +2 Prof +2 Expert +0 Training
- Perception (Wis): +2 Wis +2 Prof +0 Expert +0 Training
- Performance (Cha): +0 Cha +0 Prof +0 Expert +0 Training
- Persuasion (Cha): +0 Cha +0 Prof +0 Expert +0 Training
- Religion (Int): +3 Int +0 Prof +0 Expert +1 Training
- Sleight of Hand (Dex): +5 Dex +2 Prof +0 Expert +0 Training
- Stealth (Dex): +5 Dex +2 Prof +2 Expert +0 Training
- Survival (Wis): +2 Wis +2 Prof +2 Expert +0 Training
- Technology (Int): +3 Int +2 Prof +0 Expert +0 Training
Tool Proficiencies
- Thieves' tools (expertise)
Spell Slots
- 2 x 1st level artificer
Prepared Spells
- Maximum of 4 artificer spells
Kobold Racial Characteristics
- Ability Score Increase: Your Dexterity score increases by 2.
- Darkvision (60 feet)
- Draconic Cry (bonus action, allies gain adv. on attacks, 2 times betw. long rests)
- Kobold Legacy: Draconic Sorcery (Fire Bolt cantrip)
Character Background: Spy
- Skill Proficiencies: Deception, Stealth
- Tool Proficiencies: Thieves' tools
- Feature: Criminal Contact: You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Rogue Class Features
As a rogue you gain the following class features.
Hit Points
- Hit Dice: 1d8 per rogue level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st
Proficiencies
- Armor: Light armor
- Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
- Tools: Thieves’ tools
- Saving Throws: Dexterity, Intelligence
- Skills: Sleight of Hand, Insight, Perception, Acrobatics
Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. It is currently 1d6 damage.
Thieves’ Cant
During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Steady Aim
At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Roguish Archetype: Scout
Skirmisher
Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
Survivalist
When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Artificer Class Features
As an artificer you gain the following class features.
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, firearms
- Tools: Thieves' tools, tinker's tools, one type of artisan's tools of your choice
- Saving Throws: Constitution, Intelligence
- Skills: Arcana, Investigation, Technology
Magical Tinkering
At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
- 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 bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
Spellcasting
You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders using mundane items or outlandish inventions.
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 chapter 5, “Equipment,” 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.
Cantrips (0-Level Spells)
At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.
When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.
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.
You prepare the list of artificer spells that are available for you to cast, choosing 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.
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 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
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.
THE MAGIC OF ARTIFICE
As an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you’re using a tool to perform the spell effect. If you cast cure wounds using alchemist’s supplies, you could be quickly producing a salve. If you cast it using tinker’s tools, you might have a miniature mechanical spider that binds wounds. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special.
The same principle applies when you prepare your spells. As an artificer, you don’t study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you’ll use to produce your effects. If you replace cure wounds with heat metal, you might be altering the device you use to heal—perhaps modifying a tool so that it channels heat instead of healing energy.
Such details don’t limit you in any way or provide you with any benefit beyond the spell’s effects. You don’t have to justify how you’re using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters.
Spellcasting Ability
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.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting
You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Infuse Item
At 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.
Infusions Known
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. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.
You can infuse more than one nonmagical object at the end of a long rest; 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 ends, and then the new infusion applies.
If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.
College Stats
Dorm: Witherspoon Hall
- Normal-Quality: Students living here are granted a Modest Lifestyle throughout their stay.
- Calm: Students living here do not have to deal with noisy conditions, making studying easier.
- Comfortable: The dorms are reasonably comfortable, making for less frequent negative dorm events.
- Standard Finances: Students who stay here on scholarship or sponsorship receive 50 gold pieces at the start of each semester. Other students must pay 500 gold pieces per semester.
Gained Abilities
Current Classes
- Party Dynamics I: Teaches Teamwork (Wis check to coordinate actions together as a party, etc.) Taught by Professor Mavinda Sharpbeak.
- Common Tongues: Introduction to languages (Int check to determine what a language is if they don't already know)
- Sneaking Around: +1 to Stealth.
- Technology Today: +1 to Technology.
- Introduction to World History: +1 to History.
Extracurriculars
- Rogues' Gallery: Deception, Stealth
- Sorcerer's Star: Investigation, Insight
Friendships, Beloveds, and Rivalries
Possessions
Money
- 20 gold
Standard Items
- Traveler's clothes
- Cleric in a Bottle - Acolyte (Healing Potion)
- Hooded lantern full of oil
- College robes
- College scarf
- College tunic
- College knit hat
- Shortsword
- Shortbow
- 20 arrows
Special Items
Student ID card
Great Library card
Academy Pennant: A pennant symbolizing the character's skill area, this pennant proudly glows when waved, illuminating a 10 foot area in bright light and a further 10 foot area in dim light.
Student Tablet. These specialized student tablets allow you to review materials from your courses. You can use this as reference material up to three times per day, gaining a d4 bonus to an ability check related to your current courses, rolled after your d20 is rolled but before its outcome is declared. In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from any spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
Potion of Healing x 2
Potion of Greater Healing
Potion of Invisibility
SoulPhone
Apps
Bank of Alshira Professional
Natural Magic
Unlike your regular spells, spells from cantrips are known from memory and can be cast as often as you feel like. You have 2 cantrips from being an artificer, 1 cantrip from being a kobold, and 2 cantrips from Magic Initiate.
- Fire Bolt: You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
- Mage Hand
- Guidance
- Dancing Lights
- Mind Sliver: You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
You also can cast one 1st level spell of your choice once per day, from Magic Initiate.
- Charm Person
Artificer Magic
1st Level Spells
- Cure Wounds
- Feather Fall
- Detect Magic
- Faerie Fire
- Grease
- Sanctuary
Common Attacks
Shortsword +1: +8 to hit, 1d6+5+1 damage
Flintlock Pistol +1: +8 to hit, 1d10+5+1 damage
Handaxe +1: +3 to hit, 1d6+1 damage
Masterwork light crossbow (+1 to damage): +7 to hit, 1d8+6 damage
Fire Bolt cantrip: +5 to hit, 1d10 damage