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Meka

Seishin Kitsune Race
Special Origin Origin
Artificer/Battle Smith Variant 3 Class & Level
Chaotic Good Alignment
Colossus Deity
Faction
Rank/Position
Loyalty
Company

Strength 10
+0
Dexterity 14
+2
constitution 16
+3
intelligence 18
+4
wisdom 11
+0
charisma 12
+1
Total Hit Dice 3
Hit Die
1d8+3
+2 proficiency bonus
+0 Strength
+2 Dexterity
+5 Constitution
+6 Intelligence
+0 Wisdom
+1 Charisma
saving throws
+4 Acrobatics
+0 Animal Handling
+6 Arcana
+0 Athletics
+1 Deception
+4 History
+0 Insight
+1 Intimidation
+6 Investigation
+0 Martial
+2 Medicine
+6 Nature
+0 Perception
+1 Performance
+1 Persuasion
+0 Religion
+2 Sleight of Hands
+2 Stealth
+0 Survival
skills

 

MV

Prestige

Attunement Slots
13
Armor Class
29
Hit Points
+2
Initiative
30
Speed
Attacks
Tools: Thieves, Tinkers, Smiths, Alchemists
Saving Throws: CON, INT
Skills: Nature, Arcana, Investigation, Acrobatics
Weapons: Simple
Armor: Light, Medium, Shields
Languages: Common, Sylvan
Proficiences
Cantrips: Mending, Firebolt
Total Prepared Spells: 5
Battle Smith Spells: Heroism, Shield
Fey Touched Spells: Misty Step, Hex
Spell Slots: 3 1st level

INFUSIONS KNOWN: Enhanced Weapon, Enhanced Defense, Replicate Magic Items (level 2), Mind Sharpener
Spellcasting
Weapons: Club, Light Crossbow, Greatsword (held by golem)
Armor: Studded Leather
Dungeoneer's Pack
Thieve's Tools
Smith's Tools
Equipment
Madman
Stat Array
Custom Race ASI: +2 INT +1 CON
Origin: Heal TEMP HP equal to your level when defeating an opponent, +1 CHA
Feat: Fey Touched (+1 INT, gain Misty step and 1 Divination/Enchantment level 1 spell of choice, can be freecast once per long rest)

[Will-o-wisp] - As a bonus action, you can call forth a mote of light to follow you, one for each tail you have. These motes occupy the same space as you and emit 20 ft. dim light. As an action, you can combine all motes together to make a target you can see within 30 ft. of you. This target must make a DC 14 Wisdom saving throw. Upon failure, the target takes 1d6 + your Charisma modifier of Radiant damage, and half as much on a successful one. Multiple motes do not increase damage. You must re-summon the motes after having made an attack with them. If you have multiple attacks within an attack action, this replaces one of them.

[Clandestine] - You are able to hide the fact that you are a Kitsune and Skinwalker, and instead appear Human. As an action, you can magically hide your ears, fur, and tail(s), and visually replace them with human equivalents. You may drop the illusion as a free action.

[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

[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.

[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 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.

[Bond of Steel] (Subclass Feature Variant)
See Document: https://docs.google.com/document/d/1xMx_W2bQcv-7_3DAHwZFFhVvxGn6T-MhXkcD1thE_MQ/edit?usp=sharing

Class/Racial Features & Traits

The statblocks of your Weapons, armor and other important/magical equipment

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

SlimeMush.

Statblock Type

Verum Character Sheet

Link/Embed