Adventure Logsheet
Race: Aaracokra Class: Artificer Background: Archaeologist Saving Throws: Int, Con Skill Profs: Arcana, History, Investigation, Survival Ability Scores: Str: 10 Dex: 16 (+1) Con: 14 Int: 16 (+2) Wis: 10 Cha: 8 Features: Magical Tinkering: 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. Darkvision: You can see in dim light within 120 feet of yourself 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. Flight: Thanks to your wings, you have a flying speed equal to your walking speed. You can’t use this flying speed if you’re wearing medium or heavy armor. Historical Knowledge: When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old. Lvl 3 neue Features Battle Smith Spells 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. 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 Steel Defender Your tinkering has borne you a 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. (Roll20 Note: There are several Steel Defenders available in the compendium, one for each possible proficiency bonus. The DM can provide the proper one for gameplay.) 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 the defender, 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 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. Battle Ready 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. The Right Tool for the Job 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. Wind Caller Starting at 3rd level, you can cast the gust of wind spell with this trait, without requiring a material component. Once you cast the spell with this trait, you can’t do so again until you finish a long rest. You can also cast the spell using any spell slots you have of 2nd level or higher. Intelligence, Wisdom, or Charisma is your spellcasting ability for it when you cast gust of wind with this trait (choose when you select this race). Proficiencies: Tools: Thieves' Tools, Tinker's Tools, Alchemist's Supplies, Cartoographer's Tools Languages: Common, Dwarvish, Draconic Armor: light & medium armor, shields Weapons: Simple weapons Starting Gear: (+25gp) Studded Leather armor Dagger Light Crossbow Set Traveler's Cloth A Dungeoneer's pack: a backpack a crowbar a hammer 10 pitons 10 torches a tinderbox 10 days of rations a waterskin 50 feet of hempen rope Beloved Hat a wooden case containing a map to a ruin or dungeon a trinket recovered from a dig site a bullseye lantern, a miner's pick, a shovel, a two-person tent Thieves' Tools Alchemie Supplies +25gp für den VK des Shortbows -50gp für den Kauf von Alchemist's Supplies
Seed: Chwinga-chwinga. CHWINGA! Gekauft in Town: Clothing, cold weather (-10g) Snowshoes (Geschenkt von Ennius (Frederic T.)) Spell Scroll: Snilloc's Snowball Swarm Propeller Helm Enduring Spellbook 1x Potion of Healing
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Shield (+2 AC)
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Artificer Infusion Item
Story Award: Vom Schicksal berührt Viele Mächte umgeben Thentia und die Moonsea auf der Suche nach verlorenen magischen Artefakten. Aus welchem Grund auch immer, das Schicksal hat dich auserwählt, daran beteiligt zu sein. Story Award: Der Streitwagen (Umgekehrt). Du hast deinen Auftrag, Ash zum Rat der Magier zurückzubringen, erfüllt. Das Schicksal mag bestimmen, dass die Verzögerung beim Umgang mit seiner Tante zukünftige Konsequenzen haben könnte. Ob diese Konsequenzen gut oder schlecht sind, weiß nur das Schicksal selbst.* Beim Karten ziehen eine 1+6 gewürfelt = Aufrechter Streitwagen Wahrsagerkugel (10) = Du siehst Graue, Grüne, Blaue und Orange Blitze -> wähle weise oder alles ist verloren Kiyare Obere Wahrsagerin und Fire Genasi (Name vergessen) wollten, dass wir den Apprentice Ash suchen und zurückbringen. (Welcher, als wir ihn gefunden hatten, davon ausging dass wir ihn im Auftrag des Genasis ihn umbringen wollen würden. Hat Tante (Sue) -> von dem er seine magische Kraft hat -> Hag die wir bekämpft haben bis sie geflohen ist. Mit Level: Cantrip umgeändert Fire Bolt -> Mending
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Warhammer