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Kip Brushcutter.

Posted by UnwrittenFor group 0
Unwritten
GM, 212 posts
Mon 28 Feb 2022
at 04:20
  • msg #1

Kip Brushcutter

[IMG]https://i.postimg.cc/3wZLcPSs/...545-F6-BA49.jpg[/IMG]

Name: [URL="https://www.myth-weavers.com/sheet.html#id=2602029"][SIZE="4"]Kip Brushcutter[/SIZE][/URL]
Race:  Halfling (Lightfoot)
Class: Rogue (Artificer:Alchemist)
Background: Criminal
Alignment: Chaotic neutral
Deity: Brandobaris

STR 10
DEX 17
CON 10
INT 15
WIS 10
CHR 12

Concept - Halfling Rogue (Artificer:Alchemist)

When it comes to being one of the little folk, you are automatically an outsider in the bigger world. That’s alright, because Halflings have that whole “sense of community” thing going on, right? Well, kinda. Most Halflings have an innate sense of structure, they know exactly where they fit in. I don’t have that.

The Brushcutter family comes from a long line of farmers, gardeners, woodsmen, and huntsmen. Kip has a black thumb and loses all sense of direction in the forest. His family means well, but Kip could only take so much mollycoddling for his screw ups before he decided to strike out on his own. Unfortunately, the only work he could find was drudge work down near the docks. He did land a part time gig cleaning up in one of the seedier taverns in his hometown of Arcturan. It turned out to be a hangout for many of the local criminal element.

Kip got led down a bad road as a criminal fence for awhile. His innocent looks were used by shadier characters to move stolen merchandise into the unsuspecting community. Kip nearly got tagged by the city watch and cooled his heels for awhile.

Luckily, he encountered another Halfling known as Bunsen who began to teach Kip alchemy and even a little magic. Now Kip is beginning to find his own niche and ready to take on the world. He thinks he could be a really good alchemist given time, and that is his current priority. But Kip knows that he will need some seed money to realize his goal. Now that a few more adventurers have arrived in Arcturan, maybe he can find a spot with them and earn some coins.
Unwritten
GM, 213 posts
Tue 1 Mar 2022
at 03:47
  • msg #2

Kip Brushcutter

[setfield][floatright][IMG]https://i.postimg.cc/3wZLcPSs/...545-F6-BA49.jpg[/IMG]
[/floatright][SIZE="4"][FONT="Garamond"][COLOR="SlateGray"]Kip Brushcutter[/COLOR][/FONT][/SIZE]

This is how my posts will look.
[/setfield]
This message was last edited by the GM at 03:48, Tue 01 Mar 2022.
Unwritten
GM, 223 posts
Sun 29 May 2022
at 20:58
  • msg #3

Kip Brushcutter

ARTIFICER SPELL LIST
Here's the list of spells you consult when you learn an artificer spell. The list is organized by spell level, not charader level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name.
Each spell is in the Player's Handbook, unless it has one asterisk (a spell in chapter 3) or two aster­ isks (a spell in Xanathar's Guide to Everything).
Lesser restoration Levitate
Magic mouth (ritual) Magic weapon Protection from poison Pyrotechnics**
Rope trick
See invisibility Skywrite** (ritual) Spider climb
Web
3RD LEVEL
Blink
Catnap*-!'
Create food and water Dispel magic Elemental weapon Flame arrows**
Fly
Glyph of warding Haste
Intellect fortress'� Protection from energy Revivify
Tiny servant**
INFUSE ITEM
2nd-level artificer feature
Water breathing(ritual) Water walk (ritual)
4TH LEVEL
Arcane eye
Elemental bane'�* Fabricate
Freedom of movement Leomund's secret chest Mordenkainen's
faithful hound Mordenkainen's
private sanctum Otiluke's resilient sphere Stone shape
Stoneskin
Summon construct'�
STH LEVEL
Animate objects Bigby's hand
Creation
Greater restoration Skill empowerment*-!' Transmute rock'h� Wall of stone
   CANTRIPS (o LEVEL)
Acid splash
Boomingblade'�
Create bonfire** Dancinglights
Fire bolt Frostbite** Greenjlame blade* Guidance
Light
Lightninglure* Mage hand Magic stone'',;, Mending Message
Poison spray Prestidigitation Rayoffrost Resistance Shockinggrasp Spare the dying Sword burst-I'
Thorn whip Thunderclap*-!'
lST LEVEL
Absorb elements-I'* Alarm (ritual)
Catapult**
Cure wounds
Detect magic (ritual) Disguise self Expeditious retreat Faeriefire
False life
Feather fall
Grease·
Identify (ritual)
jump
Longstrider
Purify food and drink Sanctuary
Snare*-!'
Tasha's caustic brew'�
2ND LEVEL
Aid
Alter self Arcane lock
Blur Continualflame Darkvision Enhance ability Enlarge/reduce Heat metal Invisibility
Unwritten
GM, 224 posts
Sun 29 May 2022
at 21:00
  • msg #4

Kip Brushcutter

Lesser restoration Levitate
Magic mouth (ritual) Magic weapon Protection from poison Pyrotechnics**
Rope trick
See invisibility Skywrite** (ritual) Spider climb
Web
3RD LEVEL
Blink
Catnap*-!'
Create food and water Dispel magic Elemental weapon Flame arrows**
Fly
Glyph of warding Haste
Intellect fortress'� Protection from energy Revivify
Tiny servant**
INFUSE ITEM
2nd-level artificer feature
Water breathing(ritual) Water walk (ritual)
4TH LEVEL
Arcane eye
Elemental bane'�* Fabricate
Freedom of movement Leomund's secret chest Mordenkainen's
faithful hound Mordenkainen's
private sanctum Otiluke's resilient sphere Stone shape
Stoneskin
Summon construct'�
STH LEVEL
Animate objects Bigby's hand
Creation
Greater restoration Skill empowerment*-!' Transmute rock'h� Wall of stone
   CANTRIPS (o LEVEL)
Acid splash
Boomingblade'�
Create bonfire** Dancinglights
Fire bolt Frostbite** Greenjlame blade* Guidance
Light
Lightninglure* Mage hand Magic stone'',;, Mending Message
Poison spray Prestidigitation Rayoffrost Resistance Shockinggrasp Spare the dying Sword burst-I'
Thorn whip Thunderclap*-!'
lST LEVEL
Absorb elements-I'* Alarm (ritual)
Catapult**
Cure wounds
Detect magic (ritual) Disguise self Expeditious retreat Faeriefire
False life
Feather fall
Grease·
Identify (ritual)
jump
Longstrider
Purify food and drink Sanctuary
Snare*-!'
Tasha's caustic brew'�
2ND LEVEL
Aid
Alter self Arcane lock
Blur Continualflame Darkvision Enhance ability Enlarge/reduce Heat metal Invisibility
You've gained the ability to imbue mundane items with certain magical infusions, turning those ob­ jects into magic items.
INFUSIONS KNOWN
When you gain this feature, pick four artificer in­ fusions to learn, choosing from the "Artificer Infu­ sions" section at the end of the class's description. 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 re­ place 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 re­ quires 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 pro­ cess for attunement (see the attunement
Unwritten
GM, 225 posts
Sun 29 May 2022
at 21:01
  • msg #5

Kip Brushcutter

Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (mini­ mum 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 ofyour 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 infu­ sion ends, and then the new infusion applies.
  If an infusion ends on an item that contains other things, like a bag ofholding, its contents harmlessly appear in and around its space.

FLASH OF GENIUS
7th-level artificer feature
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
10th-level artificer feature
You've achieved 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 com­
mon or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
SPELL- STORING ITEM
11th-levelartificerfeature
You can now 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 you store a spell in it, choos­ ing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't 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 re­ quires concentration, the creature must concentrate. The spell stays in the object until it's 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.

ARTIFICER SPECIALIST
3rd-level artificer feature
Choose the type of specialist you are: Alchemist, Armorer, Artillerist, or Battle Smith, each of which is detailed after the class's description. Your choice grants you features at 5th level and again at 9th and
  15th level.
THE RIGHT TOOL FOR THE
3rd-level artificer feature
OB
 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 ofyou. This cre­ ation 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.
ABILITY SCORE IMPROVEMENT
4th-level artificer feature
When you reach 4th level and again at 8th, 1 2th, 16th, and 19th level, you can increase one abil­ ity score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal,
you can't increase an ability score above 20 using this feature.
TOOL EXPERTISE
6th-level artificer feature
Your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.
This message was last edited by the GM at 21:05, Sun 29 May 2022.
Unwritten
GM, 226 posts
Sun 29 May 2022
at 21:07
  • msg #6

Kip Brushcutter

MAGIC ITEM SAVANT
14th-level artificer fea ture
Your skill with magic items deepens:
• You can attune to up to five magic items at once.
• You ignore all class, race, spell, and level require­
ments on attuning to or using a magic item.
MAGIC ITEM MASTER
18th-levelartificerfeature
You can now attune to up to six magic items at once.
SOUL OF ARTIFICE
20th-level artificer feature
You have developed a mystical connection to your magic items, which you can draw on for protection:
• You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
Ifyou're reduced to 0 hit points but not killed out­ right, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.
Unwritten
GM, 227 posts
Sun 29 May 2022
at 21:10
  • msg #7

Kip Brushcutter

TOOL PROFICIENCY
3rd-level Alchemist feature
You gain proficiency with alchemist's supplies. If you already have this proficiency, you gain pro­ ficiency with one other type of artisan's tools of your choice.
ALCHEMIST SPELLS
3rd-level Alchemist fea ture
You always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as arti­ ficer spells for you, but they don't count against the number of artificer spells you prepare.
ALCHEMIST SPELLS
 Artificer Level
3rd
5th
9th
1 3th
17th
Spell
healing word, ray of sickness
flaming sphere, Me/f's acid arrow
gaseous form, mass healing word
blight, death ward
cloudkill, raisedead
    •
EXPERIMENTAL ELIXIR
3rd-level Alchemist feature
Whenever you finish a long rest, you can magi­ cally 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 incapaci­ tated creature.
You can create additional experimental elixirs
by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flaskyou touch, and you choose the elixir's effect from the Experimental Elixir table.
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.
EXPERIMENTAL ELIXIR d6 Effect
Healing.The drinker regains a number ofhit 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 rol l a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.

d6 Effect
5 Flight. The drinker gains a flyingspeed of 10 feet for 10 m i n utes.
6 Transformation. The drinker's body is transformed as ifby the alter selfspell. The drinker determines the transformation caused by the spell, the effects ofwhich last for 10 minutes.
ALCHEMICAL SAVANT
5th-level Alchemist feature
You've developed 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, fire, necrotic, or poison damage, and
the bonus equals your Intelligence modifier (mini­ mum of +l).
RESTORATIVE REAGENTS
9th-level Alchemist feature
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 expend­ ing a spell slot and without preparing the spell, provided you use alchemist's supplies as the spell­ casting 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.
CHEMICAL MASTERY
15th-level Alchemist feature
You have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:
• You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.
You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist's supplies as the spellcasting focus. Once you cast·either spell with this feature, you can't cast that spell with it again until you finish a long rest.
Unwritten
GM, 228 posts
Sun 29 May 2022
at 21:10
  • msg #8

Kip Brushcutter

TOOL PROFICIENCY
3rd-level Alchemist feature
You gain proficiency with alchemist's supplies. If you already have this proficiency, you gain pro­ ficiency with one other type of artisan's tools of your choice.
ALCHEMIST SPELLS
3rd-level Alchemist fea ture
You always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as arti­ ficer spells for you, but they don't count against the number of artificer spells you prepare.
ALCHEMIST SPELLS
 Artificer Level
3rd
5th
9th
1 3th
17th
Spell
healing word, ray of sickness
flaming sphere, Me/f's acid arrow
gaseous form, mass healing word
blight, death ward
cloudkill, raisedead
    •
EXPERIMENTAL ELIXIR
3rd-level Alchemist feature
Whenever you finish a long rest, you can magi­ cally 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 incapaci­ tated creature.
You can create additional experimental elixirs
by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flaskyou touch, and you choose the elixir's effect from the Experimental Elixir table.
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.
EXPERIMENTAL ELIXIR d6 Effect
Healing.The drinker regains a number ofhit 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 rol l a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.

d6 Effect
5 Flight. The drinker gains a flyingspeed of 10 feet for 10 m i n utes.
6 Transformation. The drinker's body is transformed as ifby the alter selfspell. The drinker determines the transformation caused by the spell, the effects ofwhich last for 10 minutes.
ALCHEMICAL SAVANT
5th-level Alchemist feature
You've developed 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, fire, necrotic, or poison damage, and
the bonus equals your Intelligence modifier (mini­ mum of +l).
RESTORATIVE REAGENTS
9th-level Alchemist feature
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 expend­ ing a spell slot and without preparing the spell, provided you use alchemist's supplies as the spell­ casting 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.
CHEMICAL MASTERY
15th-level Alchemist feature
You have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:
• You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.
You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist's supplies as the spellcasting focus. Once you cast·either spell with this feature, you can't cast that spell with it again until you finish a long rest.
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