User Tools

Site Tools


rpg:academy_of_magic:students:rubrar

Ru

Character name: Ru

Player: Shiroetchhi - fullmetaltrs19283

Race: Custom (Elf/Halfling)

Primary Class: Wizard 6th level

Secondary Class: Artificer 3rd level

Homeland: City of Urydale, continent of Gervale.

Inspiration: 3

HP 59 AC 19 Init +2

Str 12 Dex 14 Con 14 Int 20* Wis 16* Cha 12

Proficiency +3

Skill Proficiencies

  • Acrobatics (Dex): +2 Dex +0 Prof +0 Expert +0 Training
  • Animal Handling (Wis): +3 Wis +0 Prof +0 Expert +0 Training
  • Arcana (Int): +5 Int +3 Prof +0 Expert +0 Training
  • Athletics (Str): +1 Str +0 Prof +0 Expert +0 Training
  • Deception (Cha): +1 Cha +0 Prof +0 Expert +0 Training
  • History (Int): +5 Int +3 Prof +0 Expert +0 Training
  • Insight (Wis): +3 Wis +3 Prof +0 Expert +0 Training
  • Intimidation (Cha): +1 Cha +0 Prof +0 Expert +0 Training
  • Investigation (Int): +5 Int +3 Prof +0 Expert +0 Training
  • Medicine (Wis): +3 Wis +3 Prof +0 Expert +0 Training
  • Nature (Int): +5 Int +0 Prof +0 Expert +0 Training
  • Perception (Wis): +3 Wis +3 Prof +0 Expert +0 Training
  • Performance (Cha): +1 Cha +0 Prof +0 Expert +0 Training
  • Persuasion (Cha): +1 Cha +0 Prof +0 Expert +0 Training
  • Religion (Int): +5 Int +0 Prof +0 Expert +0 Training
  • Sleight of Hand (Dex): +2 Dex +3 Prof +0 Expert +0 Training
  • Stealth (Dex): +2 Dex +0 Prof +0 Expert +0 Training
  • Survival (Wis): +3 Wis +0 Prof +0 Expert +0 Training
  • Technology (Int): +5 Int +3 Prof +0 Expert +0 Training

Weapon and Armor Proficiencies

  • Crossbow, Light, Dagger, Dart, Quarterstaff, Sling, Simple Weapons, Firearms

Tool Proficiencies

  • None

Languages

  • Common, Draconic, Elvish, Primordial

Spell Slots

  • 4 1st-level wizard
  • 3 2nd-level wizard
  • 2 3rd-level wizard
  • 2 1st-level artificer

Prepared Spells

???

Custom Lineage Racial Characteristics

  • Creature Type: You are a humanoid. You determine your appearance and whether you resemble any of your kin.
  • Size: You are Small.
  • Feat: Observant.
  • Variable Trait: Darkvision with a range of 60 ft.

Feats

  • Observant: Increase your INT or WIS score by 1. 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 Perception and passive Investigation scores.
  • Magic Initiate (Wizard): You learn two cantrips of your choice from the wizard spell list. You learn one 1st-level spell from that same list and can cast it at its lowest level once per long rest.

Character Background: Sage

Personality Trait

  • I am horribly, horribly awkward in social situations.
  • I'm willing to listen to every side of an argument before I make my own.

Ideals

Knowledge. The path to power and self-improvement is through knowledge. (Neutral)

Bonds

My life's work is a series of tomes related to a specific field of lore.

Flaws

I am easily distracted by the promise of information.

Feature: Researcher

When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Wizard Class Features

Hit Points

  • Hit Dice: 1d6 per wizard level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st

Proficiencies

  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None
  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Spellcasting

You can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 14, Spell Attack +6) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus.

Arcane Recovery

Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 1, and none of the slots can be 6th level or higher.

Arcane Tradition: Order of Scribes

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of the following schools. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Wizardly Quill

At 2nd level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:

  • The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.
  • The time you must spend to copy a spell into your spell book equals 2 minutes per spell level if you use the quill for the transcription.
  • You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.
  • This quill disappears if you create another one or if you die.

Awakened Spellbook

Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook.

At 2nd level, while you are holding the book, it grants you the following benefits:

  • You can use the book as a spellcasting focus for your wizard spells.
  • When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell's formula for this casting only. The latter spell must be of the same level as the spell slot you expend.
  • When you cast a wizard spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can't do so again until you finish a long rest.
  • If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you're attuned. At the end of the rest, your spellbook's consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.

Manifest Mind

At 6th level, you can conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. The spectral mind is intangible and doesn't occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice).

While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. The mind can telepathically share with you what it sees and hears (no action required).

Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind's space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects.

The spectral mind stops manifesting if it is ever more than 300 feet away from you, if someone casts Dispel Magic on it, if the Awakened Spellbook is destroyed, if you die, or if you dismiss the spectral mind as a bonus action.

Once you conjure the mind, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to conjure it again.

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
  • Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice
  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

Optional Rule: Firearm Proficiency

The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master's Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.

Magical Tinkering

At 1st level, you've learned 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'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.

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.

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 lst-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.

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.

The Right Tool for the Job

At 3rd level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan'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.

Tool Expertise

At 6th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.

Flash of Genius

At 7th level, you've gained 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.

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.

Artificer: Battle Smith

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Battle Smith Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Battle Smith Spells

Artificer Level Battle Smith Spells 3rd Heroism, Shield 5th Branding Smite, Warding Bond 9th Aura of Vitality, Conjure Barrage 13th Aura of Purity, Fire Shield 17th Banishing Smite, Mass Cure Wounds

Battle Ready

When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:

You gain proficiency with martial weapons. When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Steel Defender

By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Steel Defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.

In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its 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 another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.

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 smith's tools 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 steel defender returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new steel defender if you have smith's tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die.

Steel Defender

  • Medium construct
  • Armor Class: 15 (natural armor)
  • Hit Points: 2 + your Intelligence modifier + 5 times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)
  • Speed: 40 ft.
STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0)

Saving Throws: Dex +1 plus PB, Con +2 plus PB

Skills: Athletics +2 plus PB, Perception +0 plus PB x 2

  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, poisoned
  • Senses: darkvision 60 ft., passive Perception 10 + (PB x 2)
  • Languages: understands the languages you speak
  • Challenge: —
  • Proficiency Bonus (PB): equals your bonus
  • Vigilant. The defender can't be surprised.
Actions
  • Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.
  • Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.
Reactions
  • Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Arcane Jolt

At 9th level, you've learn new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects:

  • The target takes an extra 2d6 force damage.
  • Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.

You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.

College Stats

Dorm: Colby Hall

  • Low-Quality: Students living here are granted a Poor Lifestyle throughout their stay.
  • Noisy: Students living here often have to deal with noisy conditions, making studying more difficult.
  • Arena: This Hall has its own Arena for hand-to-hand combat competitions. Students can train Tavern Brawler during their stay if they sacrifice one Extracurricular.
  • Cramped: The dorms are small and cramped, causing frequent negative dorm events.

Full Scholarship for next semester!

Gained Abilities

  • Common Tongues: Improvement of one's Common Basic skills, as well as familiarity (though not skill) in other languages such as elvish, dwarven, thieves' cant, druidic, and the like (Int check to identify).
  • Introduction to Magical Theory: Learning the basics of magic and how to practice it, providing basic knowledge in cantrips and magical understanding. (Provides the Magic Initiate feat.)
  • Party Dynamics I: Learning to function as a party, basic adventuring, and other essentials of surviving as a group. (Wis check to know what your party members are going to do in an initiative round without extensive discussion).
  • Remedial Technology: Provides Proficiency in Technology.
  • Understanding People: Provides Proficiency in Insight.

Current Classes

  • Party Dynamics II
  • Technical Armor Knowledge (feat)
  • Gunsmithing Basics
  • Engineering Basics
  • Remedial Stealth

Extracurriculars

  • Job: Lost and Foundry Monday/Wednesday (10 gp per day + 25 gp per successful Enchanting check)
  • Arcano-Gadgeteers Club (Arcana, Technology)

Friendships, Beloveds, and Rivalries

  • Greta: +1
  • LARG Understudies: +1
  • Connor: +3 (Connor loves helping analyze problems. When you go to him for advice, he suggests a helpful solution that you hadn’t considered.) [Beloved Inspiration]
  • Meri: +1

Exam Results

Possessions

Money

  • Bank of Alshira: $1195
  • 258 gp
  • 8 pp

Standard Items

  • Clothes (common)
  • Spellbook
  • Common clothes
  • Campus Hoodie
  • Silk dress
  • Sunnywood Owlbear Preserve pillow
  • Owlbear feather
  • 30 lbs steel
  • Desktop computer
  • Textbook: AI and YOU
  • Textbook: Programming AI Systems
  • Sleeping bag
  • Component pouch
  • Silent shoes (+1 Stealth)
  • Silk bodysuit (+1 Stealth)
  • Pocket knife
  • Video camera
  • Breastplate
  • Book of Arcydean scripture: Mekista
  • Book of history: Mekista
  • Enchantment ingredients for Repeating Shot x 3

Special Items

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.

Student ID (Legarro Hall - Freshthing; Security)

Dorm Key

Library Card

Expensive Soulphone (20 units Power)

Dragon scale pendant (mithril frame)

Shiftweave attire

Phantom w/30 bullets

Bolt-Action Rifle (Repeating Shot infusion) 2d10, 240/720

12 rifle bullets

Rifle Magnification 8x Scope + Suppressor + Bipod

Backup Generator

Mirrored Sunglasses (clear-view option)

All-Purpose Tool +1

Ever Wound Spring (50 gp)

Pearl (100 gp)

Masterwork Coddleweb Silk Coat (AC 17 + Dex)

Cloak of Protection

Level 2 Test Certification

Level 3 Test Certification

Burner Phone w/Encryption Chip, NCrypt, BoA Professional

Soulphone

  • Carrying Brace
  • Spellbook upgrade
  • Armored Case
  • Telepathic Access Upgrade
  • Phone of Holding (100 lbs + 300 lbs capacity)
  • Phone of Banking
  • Virtual Arena
  • Interface Cable
  • Adventurer Upgrade
  • Map Tools Plus
  • BoA Professional
  • Fruit Smash
  • Princess Saga
  • NCrypt
  • Encryption Chip

Piwi, Steel Defender

  • Sentience Chip: Int 10
  • Lifesigns Chip: Detects life within five hundred feet
  • Metal Detection Chip: Detects metal within 30 feet (must choose metal to target)
  • Phone Upgrade
    • Emergency Exit
    • Encryption Chip
    • NCrypt
    • Drone Control Software
    • Mystic Focus
  • Familiar Targeting
  • Drone with Super Zoom Lens

Powers and Abilities

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 Magic Initiate and 3 from Wizard and 2 from Artificer.

  • Mage Hand
  • Mending
  • Minor Illusion
  • Prestidigitation
  • Firebolt
  • Scribe. 1 action. This spell enables you to create a copy of a one-page written work by placing a blank piece of paper or parchment near the work that you are copying. All the writing, illustrations, and other elements in the original are reproduced in the new document, in your handwriting or drawing style. The new medium must be large enough to accommodate the original source. Any magical properties of the original aren’t reproduced, so you can’t use scribe to make copies of spell scrolls or magic books.
  • Guidance

You also can cast one 1st level spell of your choice once per day, from Magic Initiate.

  • Hush

1st Level Wizard

  • Identify (R)
  • Shield
  • Silvery Barbs
  • Tasha's Caustic Brew
  • Detect Magic (R)[C]
  • Find Familiar (R)
  • Alarm (R)
  • Comprehend Languages (R)
  • Find Familiar (R)
  • Ice Knife
  • Frost Fingers
  • Glamer of Mundanity
  • Tireless
  • Converse with Dragons
  • First Strike
  • Conjure Ammunition
  • Detect Metal

2nd Level Wizard

  • Enhance Ability [C]
  • Magic Weapon [C]
  • Gift of Luck [R]
  • Misty Step
  • Spider Climb
  • Alter Self
  • Kinetic Jaunt
  • Scorching Ray

3rd Level Wizard

  • Counterspell
  • Dispel Magic
  • Booster Shot
  • Potency of the Pack
  • Dig [C]
  • Fireball
  • Summon Firearm
  • Tongues
  • Water Breathing
  • Haste
  • Waste Vessel

1st Level Artificer

  • Purify Food and Drink
  • Sanctuary
  • Cure Wounds
  • Faerie Fire [C]

Common Attacks

Dagger - Melee Weapon - +4 to hit, 1d4+2 damage, Simple, Finesse, Light, Thrown, Range (20/60)

Phantom: +5 to hit, 500 gp value, 2d10 piercing damage, range 60/180, req simple ranged proficiency, six shots, suppressed.

Repeating Shot Bolt-Action Rifle: +6 to hit, 3d8 piercing damage, range 240/720, req. martial ranged proficiency, 1 shot.

rpg/academy_of_magic/students/rubrar.txt · Last modified: 2023/12/24 02:23 by wizardofaus_doku

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki