{"name":"Mezzo-Cotto","class":"(Alchemist) Artificer 5, (Loremaster) Wizard 2, total","level":"7","background":"Sage","race":"Fire Genasi","alignment":"Neutral Good","proficiency_bonus":"3","strength":"15","dexterity":"12","constitution":"18","intelligence":"18","wisdom":"14","charisma":"12","str_save":"2","dex_save":"1","con_save":"7","int_save":"7","wis_save":"2","cha_save":"0","hit_die":"8","total_hit_dice":"5","acrobatics":"1","animal_handling":"5","arcana":"4","athletics":"2","deception":"1","history":"7","insight":"2","intimidation":"1","investigation":"4","medicine":"2","nature":"4","perception":"5","performance":"1","persuasion":"1","religion":"4","sleight_of_hands":"1","stealth":"1","survival":"5","proficiencies":"Expertise in Smith's Tools\r\nExpertise in Thieve's Tools\r\nExpertise in Herbalism Kits\r\nTinkerer's Tools\r\nLeather Worker's Tools\r\nAlchemist's Supplies\r\nCommon\r\nPrimordial","armor_class":"15","hit_points":"80","initiative":"1","speed":"30 ft.","proficiences_and_languages":"Light Armor\r\nMedium Armor\r\nShields\r\nSimple Weapons\r\nCrossbows","attacks":"Weapon | Attack | Damage | Range\r\nMace | [roll:1d20+5] | [roll:1d6+2] Bludgeoning | 5 ft.\r\nSpear | [roll:1d20+5] | [roll:1d6+2] Piercing | 5 ft. or 20\/60 ft.\r\nDagger | [roll:1d20+3] | [roll:1d4+1] Piercing | 5 ft.\r\nLight Crossbow | [roll:1d20+3] | [roll:1d8+1] Piercing | 80\/320 ft.","spellcasting":"","equipment":"200 gp\r\nSmith's Tools\r\nThieve's Tools\r\nAlchemist's Supplies\r\nHerbalism Kit\r\nBottle of Ink and Quill\r\nSmall hunting knife\r\na Backpack\r\na Crowbar\r\na Hammer\r\n10 pitons\r\n10 torches\r\na Tinderbox\r\n10 days of Rations\r\na Waterskin\r\n50 feet of Hempen rope\r\nTraveler's Clothes\r\nScale Mail\r\nMace\r\nSpear\r\nLight crossbow x20 Bolts\r\nVial of the Fell Blight\r\nmule\r\nCaravan\r\nIzit Streetsweeper\r\n\r\n1 stick, 1 fruit, and one bark sample from the \"ghost tree\" as well as a stick with webbing from a spider in the ghost tree.\r\n\r\nflesh sample, blood sample, organ tissue, and muscle sample of a zombie T-rex\r\n\r\nsample of singed roots, and healthy roots from the verdant garden.","personality_trait":"I'm willing to listen to both sides of an argument before making my Judgement","ideal":"No Limits... Nothing should fetter the infinite possibility inherent in all existance","bond":"My Life's Work is a series of tomes entirely dedicated to monsters","flaw":"Most people flee in terror when a monster attacks, I however, begin taking notes on it's ferocity, its actions, biology, and any patterns to its actions.","features_and_traits":"Darkvision\r\nWithin a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in darkness, only shades of gray.\r\n\r\nFire Resistance\r\nYou are resistant to fire damage\r\n\r\nReach to the Blaze\r\nYou know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.\r\n\r\nFeature: Researcher\r\nWhen you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature\r\n\r\nMagical Tinkering\r\nAt 1st level, you learn how to invest a spark of magic in objects that would otherwise be mundane. To use this ability, you must tinker\u2019s tools, or other artisan\u2019s 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:\r\n\r\n\u2022 The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.\r\n\u2022 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.\r\n\u2022 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.\r\n\u2022 A static visual effect appears on one of the object\u2019s 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.\r\n\r\nThe chosen property lasts indefinitely. As an action, you can touch the object and end the property early.\r\n\r\nYou can bestow magic on multiple objects, touching one object each time you use the feature, though a single object can bear only one property at a time. The maximum number of objects you can affect with the 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.\r\n\r\nSpellcasting\r\nYou have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don\u2019t appear to be casting spells in a conventional way; you look as if you\u2019re producing wonders using mundane items or outlandish inventions.\r\n\r\nTools Required\r\nYou produce your artificer spell effects through your tools. You must have a spellcasting focus \u2013 specifically tinker\u2019 tools or some kind of artisan\u2019s tool \u2013 in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way.\r\n\r\nAfter you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.\r\n\r\nRitual Casting\r\nYou can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.\r\n\r\nInfuse Item\r\nAt 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.\r\n\r\nThe Right Tool for the Job\r\nAt 3rd level, you learn how to produce exactly the tool you need: with tinker'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.\r\n\r\nTool Expertise\r\nStarting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.\r\n\r\nExperimental Elixer\r\nBeginning at 3rd level, whenever you finish a long rest, you can magically 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 incapacitated creature.\r\n\r\nCreating 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.\r\n\r\nWhen you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and thre at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask.\r\n\r\nYou can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table.\r\n1\tHealing. The drinker regains a number of hit points equal to 2d4 + your Intelligence Modifier\r\n2\tSwiftness. The drinker's walking speed increases by 10 feet for 1 hour.\r\n3\tResilience. The drinker gains a +1 bonus to AC for 10 minutes.\r\n4\tBoldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.\r\n5\tFlight. The drinker gains a flying speed of 10 feet for 10 minutes.\r\n6\tTransformation. The drinker's body is transformed as if by the Alter Self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.\r\n\r\nAlchemical Savaant\r\nAt 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist\u2019s 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 or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).\r\n\r\nFirearm Specialist\r\nIf your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master's Guide and your artificer has been exposed to the operations of such weapons, your artificer is proficient with them.\r\n\r\nFavored Enemy: Undead, Dragons\r\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\r\n\r\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\r\n\r\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.\r\n\r\nBlessing of the gemini\r\ngain +2 Charisma Permanently (applied)\r\n\r\nArcane Armament\r\nStarting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn, but one of the attacks must be made with a magic weapon, the magic of which you use to propel the attack.","total_spell_slots_1":"9","total_spell_slots_2":"4","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":"295241,295244,14702,295250","class_features":"291498","creatures_and_mounts":"163732","possessions_and_property":"","racestatblock":"16330","retinue":"","spellbook_0_level_spells":"169267,137950,128023,137953,169224,169292","spellbook_1_level_spells":"172389, 172254,170063,172253,128013,133683,284816,172402,134719","spellbook_2_level_spells":"184562,127987,127978, 184576","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":"50","temporary_hit_points":"0","hit_dice_used":"","xp":"","inspiration":"0","temporary_hit_points_current":"0","conditions":"None","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":"Fire Genasi, Player Character, Mezzo-cotto, Mez, Artificer, Alchemist, Wizard, Loremaster, Loremaster Wizard","isShared":"on","templateId":"404","blockId":"284639"}