1. Characters

Egos Farspark

Artificer
NPC

Hela Farspark father


Will give Hela anything she could ever want because he loves her so much

He often spies on other people, calls it people watching 

Takes people for their word, but doesn’t always take everything at face value

He will only speak common if absolutely forced to.

He argues about everything, loves a verbal spar!

Title
Artificer

Type
NPC

Race
High Elf

Age
642

Gender
man

Pronouns
He/him

Magical Tinkering

Magic Item Adept - Class

You can now attune up to four magic items at once.

If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold. 

Unorganised

Alchemical Savant - Class

Whenever you cast a spell using your alchemist’s supplies as the spellcasting focus, you gain +4 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. 

Artificer Infusions - Class

You have invented numerous magical infusions that rapidly create magic items. Each infusion tells you the type of item that can receive it and if the resulting magic item requires attunement. 

Some infusions specify a minimum artificer level, and unless an infusion’s description says otherwise, you can’t learn it more than once. 

Artificer Proficiency - Class

Proficient in History, Arcana, and Alchemist’s Supplies

Artificer Specialist - Class

Alchemist

Experimental Elixir - Class

Whenever you finish a long rest, you can magically produce up to 2 experimental elixir(s), each in an empty flask you touch. Roll for each elixir’s effect separately. Each elixir requires its own flask. 

Flash of Genius - Class

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 +4 to the roll. You can use this feature 4 times, regaining uses on a finishing a long rest. 
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Infuse Item - Class

Whenever you finish a long rest, you can touch up to 4 non magical objects, imbuing each of them with one of your artificer infusions, turning it into a magic item. You can attune yourself to the item the instant you infuse it, or you can forgo attunement so that someone else can attune the item. 


Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after 4 days. The infusion also vanishes if you give up your knowledge of the infusion or you exceed your maximum number of infusions. 

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Magical Tinkering - Class

Imbue a Tiny no magical object with a magical property of your choice: 5 ft. Radius light, up to 6 second long recorded message, emits odor or nonverbal sound, statins visual effect including up to 25 words of text. You can affect a maximum of 4 objects at a time. 

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Restorative Reagents - Class

Whoever a creature drinks an experiemental elixir you created, the creature gains temporary hit points equal to 2d6+4. 

You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use alchemist’s supplies as the spellcasting focus. You can do so a number of times equal to your Book Smarts modifier (minimum of once) and you regain all expended uses when you finish a long rest. 

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Spellcasting Artificer - Class

INT as spellcasting modifier (DC 16 Spell Attack +8) and prepared artificer spells as rituals if they have the ritual tag. 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 feature. 

The Right Tool for the Job - Class

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/long rest. Through the product of magic, the tools are non magical, and they vanish when you use the feature again. 

Tool Expertise - Class

Your proficiency bonus is doubles for any ability check you make that uses your proficiency with a tool. 

Artificer Initiate - Feat

Artificer Initiate - Feat

Cantrip and 1st level spell from the Artificer spell list, as well as the proficiency with an artisan tool, that you can use as a spellcasting focus for spells that use Book Smart as Spellcasting ability


Spare the Dying

Disguise Self

Resilient (Charisma) - Feat

Increase Charm score by 1, proficiency in ST

Keen Senses - Race

You have proficiency in the Perception skill.

Fey Ancestry - Race

You have advantage on saves against being charmed, and magic can’t put you to sleep.

Trance - Race

You don't need to sleep, but meditate semiconsciously for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Elf Weapon Training - Race

You have proficiency with the longsword, shortsword, shortbow, and longbow.

Bonus Points- High Elf

+5 Rolls for History 

+4 Rolls for Insight

+4 Rolls for Perception

+3 Rolls for Persuasion

Saving Throws-High Elf - Race

+5 Book Smarts Saving Throw

+2 Grace Saving Throw