<div class="floatleft">(https://i.imgur.com/BTyPKuK.png)</div><span class="bbc_size" style="font-size: 14pt;"><strong><span class="bbc_u">Kieri</span></strong></span><br/><strong><span class="bbc_u">Age</span></strong>: 18<br/><strong><span class="bbc_u">Occupation</span></strong>: Field Engineer<br/><strong><span class="bbc_u">Character Turn Ons</span></strong>: https://www.f-list.net/c/c0i9z/<br/><strong><span class="bbc_u">Backstory</span></strong>: That Kieri had once been a street urchin would be no surprise to anyone, of course. It was almost the norm for goblins who were born in the city, as not only their kind of semi-communal, careless child rearing didn't mesh well into that sort of environment, but also their general temperament tended to make them troublemaker, outcast and, generally, not particularly wealthy. What did set her apart, however, was that she possessed a seemingly instinctive knack for machinery, as well as what seemed to be some innate ability with magic. One would have sent her on the path to possibly become a craftsman, the other, a sorcerer, but with both... she was something else entirely. Even once she was recognized, there were few enough of her sort that none could quite make out what to do with her. Leaving her on the streets to do whatever mischief she'd fall into certainly wasn't an option. Eventually, she ended up with a dual apprenticeship with a clan crafter and a sorcerer, which ran her ragged and satisfied no one. Eventually, she was simply dumped into a position as a field engineer, with an outfit who generally appreciated what she could do without asking question, but when the problem of Ostia flared up, that seemed to be the perfect place to dump someone who no one seemed to know what to do with.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Character Sheet</div><div class="spoiler_body"><div align="center"><span class="bbc_size" style="font-size: 14pt;"><strong><span class="bbc_u">Kieri</span></strong></span></div> <strong><span class="bbc_u">Class:</span></strong> Artillerist Artificer, 5<br/> <strong><span class="bbc_u">HP:</span></strong> 41 <strong><span class="bbc_u">AC:</span></strong> 16 <strong><span class="bbc_u">Speed:</span></strong> 30<br/> <strong><span class="bbc_u">Stats:</span> </strong><span class="bbc_u">Str</span> 11, <span class="bbc_u">Dex</span> 18, <span class="bbc_u">Con</span> 16, <span class="bbc_u">Int</span> 20, <span class="bbc_u">Wis</span> 14, <span class="bbc_u">Cha</span> 15 <br/> <strong><span class="bbc_u">Proficiency Bonus:</span></strong> +3 <strong>Saves:</strong> <span class="bbc_u">Constitution</span> +7, <span class="bbc_u">Intelligence</span> +8<br/> <strong><span class="bbc_u">Languages:</span></strong> Common, Goblin<br/> <strong><span class="bbc_u">Background:</span></strong> Urchin<br/> <strong><span class="bbc_u">Features/Abilities:</span></strong> <br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Darkvision</div><div class="spoiler_body">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 discern colors in that darkness only as shades of gray.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Fey Ancestry</div><div class="spoiler_body">You have advantage on saving throws you make to avoid or end the charmed condition on yourself.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Fury of the Small</div><div class="spoiler_body">When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.<br/>        You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Nimble Escape</div><div class="spoiler_body">You can take the Disengage or Hide action as a bonus action on each of your turns.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Magical Tinkering</div><div class="spoiler_body">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:<br/><br/>    The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.<br/><br/>    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.<br/><br/>    The object continuously emits your choice of an odour or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.<br/><br/>    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.<br/><br/>The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.<br/><br/>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.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spellcasting</div><div class="spoiler_body">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.<br/>Tools Required<br/><br/>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.<br/><br/>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.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Ritual Casting</div><div class="spoiler_body">You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Infusing an Item</div><div class="spoiler_body">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).<br/><br/>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.<br/><br/>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.<br/><br/>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.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">The Right Tool for the Job</div><div class="spoiler_body">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.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Eldritch Cannon</div><div class="spoiler_body">Also at 3rd level, you've learned how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand. Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one cannon at a time and can't create one while your cannon is present.<br/><br/>The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.<br/><br/>When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.<br/><br/>Flamethrower    The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.<br/>Force Ballista    Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.<br/>Protector    The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Arcane Firearm</div><div class="spoiler_body">At 5th level, You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.<br/><br/>You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.</div></div><br/> <strong><span class="bbc_u">Skill and Proficiencies:</span></strong> <br/>Perception, Arcana, Sleight of Hand, Stealth, Carpenter’s Tools, Thieves’ tools, Tinker’s tools, Woodcarver's tools, Smith’s Tools, Disguise Kit<br/> <strong><span class="bbc_u">Inventory:</span></strong><br/>Mace<br/>Dagger<br/>Studded leather armor<br/>A light crossbow and 20 bolts<br/>Thieves’ tools <br/>A dungeoneer’s pack<br/>Bag of Holding *<br/>Enhanced Arcane Focus *  (with Arcane Firearm, looks like a wrench)<br/>A small knife,<br/>A map of the city you grew up in<br/>A pet mouse<br/>A token to remember your parents by<br/>A set of common clothes<br/>A pouch<br/>Carpenter’s Tools<br/>Tinker’s tools<br/>Woodcarver's tools<br/>Smith’s Tools<br/>Disguise Kit<br/>Bedroll<br/>Hourglass<br/>Blanket<br/>Ladder (10ft)<br/>Lantern, Bullseye<br/>Mirror, Steel <br/>Pick, Miner's<br/>Pot, Iron<br/>Tent, Two-Person<br/>Tinderbox<br/>Abacus <br/>Ball Bearings (bag of 1,000)<br/>Barrel<br/>Bell<br/>Block and Tackle <br/>Caltrops (bag of 20)<br/>Crampons<br/>Crowbar <br/>Fishing Tackle<br/>Grappling Hook<br/>Lock <br/>Manacles<br/>Oil (flask) (10)<br/>Piton (18)<br/>Pole (10-foot)<br/>Playing Card Set<br/>Rain Catcher <br/>Ram, Portable<br/>Rope, Hempen (50 feet)<br/>Scale, Merchant's <br/>Scholar's Pack<br/>Shovel<br/>Signal Whistle<br/>Soap<br/>Vial<br/>Waterskin<br/>Whetstone<br/>Acid (vial)<br/>Bit and Bridle<br/>Climber's Kit <br/>Rope, Silk (50 feet)<br/>Snowshoes<br/>String<br/>Potion of Healing (2)<br/>101 gp<br/> <strong><span class="bbc_u">Spells:</span></strong> <span class="bbc_u">Ability:</span> Int, <span class="bbc_u">Spell Atk Bonus</span>: +8, <span class="bbc_u">Spell Save</span>: 16<br/>   <span class="bbc_u">Slots</span>: 4, 2<br/>  - <span class="bbc_u">Cantrips</span>: Fire Bolt, Mending<br/>  - <span class="bbc_u">1st Level</span>: Shield, Thunderwave, Grease, Feather Fall, Cure Wounds, Sanctuary<br/>  - <span class="bbc_u">2nd Level</span>: Scorching Ray, Shatter, Heat Metal, Levitate, Invisibility<br/><br/> <strong><span class="bbc_u">Infusions Known:</span></strong><br/>Bag of Holding *<br/>Cap of Water Breathing<br/>Goggles of Night <br/>Enhanced Arcane Focus *<br/><br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Rolls</div><div class="spoiler_body">At 2022-08-02 20:50:22, c0i9z (uid: 61584) rolls: 4d6k3 Result: 17 (https://elliquiy.com/forums/dicebot.php?r=160091)<br/>At 2022-08-02 20:50:20, c0i9z (uid: 61584) rolls: 4d6k3 Result: 14 (https://elliquiy.com/forums/dicebot.php?r=160090)<br/>At 2022-08-02 20:50:18, c0i9z (uid: 61584) rolls: 4d6k3 Result: 11 (https://elliquiy.com/forums/dicebot.php?r=160089)<br/>At 2022-08-02 20:50:15, c0i9z (uid: 61584) rolls: 4d6k3 Result: 17 (https://elliquiy.com/forums/dicebot.php?r=160088)<br/>At 2022-08-02 20:50:13, c0i9z (uid: 61584) rolls: 4d6k3 Result: 15 (https://elliquiy.com/forums/dicebot.php?r=160087)<br/>At 2022-08-02 20:50:10, c0i9z (uid: 61584) rolls: 4d6k3 Result: 15 (https://elliquiy.com/forums/dicebot.php?r=160086)</div></div>