{"name":"Albert Smith","class":"Artificer","level":"4","background":"MechE","race":"Human","alignment":"Lawful neutral","proficiency_bonus":"2","strength":"13","dexterity":"15","constitution":"13","intelligence":"18","wisdom":"14","charisma":"10","str_save":"3","dex_save":"4","con_save":"5","int_save":"8","wis_save":"4","cha_save":"2","hit_die":"8","total_hit_dice":"4","acrobatics":"2","animal_handling":"2","arcana":"4","athletics":"1","deception":"0","history":"4","insight":"3","intimidation":"0","investigation":"6","medicine":"2","nature":"4","perception":"4","performance":"0","persuasion":"0","religion":"4","sleight_of_hands":"2","stealth":"2","survival":"2","proficiencies":"Light and medium armor\r\nShields\r\nSimple weapons, hand crossbows, heavy crossbows\r\nThieves' tools, tinker's tools, alchemists' tools\r\nCON\/INT saving throws\r\nInvestigation, perception\r\nCommon, Dwarvish","armor_class":"21","hit_points":"27","initiative":"2","speed":"30","proficiences_and_languages":"Light and medium armor\r\nShields\r\nSimple weapons, hand crossbows, heavy crossbows\r\nThieves' tools, tinker's tools, alchemists' tools\r\nCON\/INT saving throws\r\nInvestigation, perception\r\nCommon, Dwarvish","attacks":"Weapon | Attack | Damage | Notes\r\nLight Crossbow | 1d20 + 4 | 1d8 piercing+2 | range 80\/320\r\nDagger | 1d20 + 4 | 1d4 piercing + 2 (light (can dual-wield with bonus action), finesse (use DEX or STR), can be thrown at range 20\/60)\r\nDagger (dual-wield bonus attack) | 1d20 + 4 | 1d4 piercing","spellcasting":"Cantrips:\r\nFire bolt (1 action, range 120 feet, instantaneous): Ranged spell attack (1d20 + 6), does 1d10 fire damage on hit\r\nPoison Spray (1 action, range 10 feet, instantaneous): CON save (14) or 1d12 poison damage on hit\r\n\r\nLevel 1:\r\nCure wounds (1 action, touch, heal 1d8 + 4)\r\nPurify food and drink (can be cast as a ritual, taking 10 minutes but no spell slot)\r\nCatapult: Launch something weighing 1-5 lbs. 90 ft. in a line. If it would hit a creature, creature can make a DEX save (14) to dodge. If it hits something, it stops and it and the target take 3d8 bludgeoning damage\r\nAbsorb elements: Spend a reaction (when hit with acid, cold, fire, lightning, or thunder damage). Gain resistance to that type until start of next turn; next melee attack on next turn does an extra 1d6 damage of that type\r\nAlarm (1 minute, castable as ritual which doesn't take a spell slot but takes 11 minutes): Choose a door, window, or area (<= 20 ft cube), any >= tiny creature touching\/entering the area triggers either a mental ping or an audible (for 60 ft) alarm. Can choose creatures that don't trigger the alarm.\r\nFree level 1:\r\nHealing Word: BONUS action; a creature I can see within 60 feet heals 1d4 + 4\r\nRay of Sickness: (1 action, range 60 feet, instantaneous): Ranged spell attack (1d20+6). On hit, 2d8 poison damage and makes a CON save (DC 14); if save fails, they're also poisoned until my next turn (disadvantage on attack rolls and ability checks)","equipment":"Things I Have:\r\nLight crossbow, 20 bolts (range: 80\/320, loading, two-handed)\r\nScale mail (AC: 14 + (DEX up to +2) = 16 )\r\nShield: 2 ft circle lid (tin, lined with duct tape), infused for an extra +1 AC (+3 AC total)\r\nTinkerer's tools, alchemists' tools\r\nRing+cloak of protection: +2 AC, +2 on all saves","personality_trait":"MechE, senior year (well, graduated now, so ignore most of this)\r\nUsed to play ultimate frisbee, with decreasing frequency over the past few years as classes got harder\r\nMakes fun of \"nerds\" for spending all their time playing DnD and studying, not realizing he's fallen into that mold\r\nDistrusts goblins. And sentient-looking statues","ideal":"Believes knowledge should be applied to practical problems","bond":"Wants to live up to parents' expectations","flaw":"Often misses big picture due to being distracted by small details","features_and_traits":"","total_spell_slots_1":"3","total_spell_slots_2":"","total_spell_slots_3":"","total_spell_slots_4":"","total_spell_slots_5":"","total_spell_slots_6":"","total_spell_slots_7":"","total_spell_slots_8":"","total_spell_slots_9":"","arms_and_equipment":"Things I Have:\r\nLight crossbow, 20 bolts (range: 80\/320, loading, two-handed)\r\nScale mail (AC: 14 + (DEX up to +2), disadvantage on stealth)\r\nMakeshift shield: 2 ft circle lid (tin) (+3 AC after enhance)\r\nDagger (kitchen knife)\r\n\r\nBag:\r\nComputer\r\nScrolls\r\n\"Beginner Spells for Beginner Wizards\"\r\nTinkerer's tools","class_features":"Infuse Item\r\nAfter a long rest, can infuse items to make them magical. At most one infusion per item; at most one item per infusion\r\nMax # infusions active: 2\r\nMax # infusions known: 4\r\nInfusions known:\r\n- Enhanced Arcane Focus (+1 to spell attack rolls, ignore half-cover when attacking; rod, staff, or wand, requires attunement)\r\n- Enhanced Defense (+1 AC; armor or shield)\r\n- Enhanced Weapon (+1 to damage and attack rolls; simple or martial weapon)\r\n- Returning Weapon (+1 to damage and attack rolls; simple or martial weapon with \"thrown\" property)\r\n\r\nExperimental Elixir\r\nAfter a long rest, produce a magic elixir in an empty flask I touch (I should really get one of these...). Can create an extra by paying a spell slot fo each. Roll for effect (on drinker, when drunk):\r\n1. Heal for 2d4 + my INT mod (= 2d4 + 3)\r\n2. Walking speed increase by 10 ft for 1 hr\r\n3. +1 AC for 10 minutes\r\n4. Roll a d4, add that to all attack rolls and saving throws for the next minute\r\n5. Gain flying speed of 10 ft for 10 minutes\r\n6. Transform as if by Alter Self (change appearance, aquatic adaptation, or natural weapons) for 10 minutes\r\n\r\nThe Right Tool for the Job\r\nCan create one set of artificer's tools. Requires 1 hour (can be during a rest) and tinker's tools. The artificer's tools vanish when I use this again.\r\n\r\nMagical Tinkering\r\nAction: Touch an object, make it do one of:\r\n- Glow for 5\/10 feet\r\n- Emit a recorded sound, nonverbal sound, or odor for 10 feet\r\n- Show a visual (picture, text, lines, or shapes)\r\nLasts indefinitely, can touch to end early. Can tinker as many objects as INT modifier (3); on exceeding that number, the oldest expire\r\n\r\nSpellcasting:\r\nRequires tinker's or artisan's tools, or an infused item (see level 2)\r\n# spells known = INT mod + floor(level\/2)","creatures_and_mounts":"","possessions_and_property":"","racestatblock":"47742","retinue":"","spellbook_0_level_spells":"372283","spellbook_1_level_spells":"","spellbook_2_level_spells":"","spellbook_3_level_spells":"","spellbook_4_level_spells":"","spellbook_5_level_spells":"","spellbook_6_level_spells":"","spellbook_7_level_spells":"","spellbook_8_level_spells":"","spellbook_9_level_spells":"","hit_points_current":"","temporary_hit_points":"","hit_dice_used":"","xp":"","inspiration":"","temporary_hit_points_current":"","conditions":"","class_resource_remaining":"","available_1st_level_spellslots":"","available_2nd_level_spellslots":"","available_3rd_level_spellslots":"","available_4th_level_spellslots":"","available_5th_level_spellslots":"","available_6th_level_spellslots":"","available_7th_level_spellslots":"","available_8th_level_spellslots":"","available_9th_level_spellslots":"","tags":"","isShared":"on","templateId":"404","blockId":"343908"}