{"name":"Dr. Stylish","class":"Artificer","level":"5","background":"Surgeon","race":"Human (Variant)","alignment":"Chaotic Neutral","proficiency_bonus":"3","strength":"8","dexterity":"13","constitution":"16","intelligence":"18","wisdom":"10","charisma":"10","str_save":"-1","dex_save":"1","con_save":"6","int_save":"7","wis_save":"0","cha_save":"0","hit_die":"8","total_hit_dice":"5","acrobatics":"1","animal_handling":"","arcana":"7","athletics":"-1","deception":"","history":"4","insight":"3","intimidation":"","investigation":"4","medicine":"3","nature":"7","perception":"3","performance":"","persuasion":"","religion":"4","sleight_of_hands":"1","stealth":"1","survival":"","proficiencies":"Languages: Common and once extra language of your choice.\r\n\r\n","armor_class":"15","hit_points":"43","initiative":"1","speed":"30","proficiences_and_languages":"Skills: Arcana, Insight, Medicine, Nature, Perception.\r\nArmor: Light armor, medium armor, shields\r\nWeapons: Simple weapons, hand crossbows, heavy crossbows\r\nTools: Thieves' tools, tinker's tools, Alchemist supplies, Herbalism Kit, Poisoner\u2019s Kit, Cook's utensils\r\n","attacks":"Weapon | Attack | Damage\r\nDagger | [roll:1d20+1] | [roll:1d4+1] (20\/60) 2\r\nLight Crossbow | [roll:1d20+1] | [roll:1d8+1] (80\/320) 20 bolts","spellcasting":"Spell save DC = 8 + your proficiency bonus (3) + your Intelligence modifier (4)\r\nSpell attack modifier = your proficiency bonus (3) + your Intelligence modifier (4)\r\n\r\nInfusions Known: 4\r\nInfuse Cap: 2 \r\nCantrips: 2\r\nSpell Slots:\r\n1st: 4\r\n2nd: 2\r\n\r\nArtificer Level:\tSpell\r\n3rd: Purify Food and Drink, Ray of Sickness\r\n5th: Melf\u2019s Acid Arrow, Web\r\n9th: Create Food and Water, Stinking Cloud\r\n13th: Blight, Death Ward\r\n17th: Cloudkill, Raise Dead","equipment":"ARMOR\r\nScale Mail Armor\r\n\r\nWEAPONS\r\nLight Crossbow\r\nCrossbow Bolt\tx 20\r\nDagger x 2\r\n\r\nITEMS\r\nDungeoneer's Pack\r\nAlchemist supplies\r\nHerbalism kit\r\nMedical kit\r\nBook of Medical lore\r\nSet of common clothes\r\nBelt pouch containing 10 gp\r\n_______________\r\n1,500 gp for quest","personality_trait":"","ideal":"","bond":"","flaw":"","features_and_traits":"SURGEON:\r\nDoctor\u2019s Perks: With this feature, you may go into any town or city and maintain a of living at par with all others. In addition, you may openly purchase poisons without suspicion as part of their duties to the surgeon\u2019s guild.\r\n\r\n\r\nARTIFICER:\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 have thieves\u2019 tools, tinker\u2019s tools, or other artisan\u2019s tools in hand. You then touch a Tiny non-magical object as an action and give it one of the following magical properties of your choice:\r\n \r\nThe object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.\r\nWhenever 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\nThe 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\nA 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\nThe chosen property lasts indefinitely. As an action, you can touch the object and end the property early.\r\n \r\nYou can give the magic of this feature to multiple objects, touching one object each time you use the feature, and a single object can bear only one of the properties 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\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 tinkers tools in hand, you can magically create one set of artisans tools in an unoccupied space within 5 ft 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 non-magical and they vanish when you use this feature again\r\n\r\nALCHEMIST:\r\nAlchemist Spells\r\nStarting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don\u2019t count against the number of artificer spells you prepare.\r\n\r\nArtificer Level:\tSpell\r\n3rd: Purify Food and Drink, Ray of Sickness\r\n5th: Melf\u2019s Acid Arrow, Web\r\n9th: Create Food and Water, Stinking Cloud\r\n13th: Blight, Death Ward\r\n17th: Cloudkill, Raise Dead\r\n\r\nExperimental Elixir:\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 elixirs 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. Creating an experimental elixir requires you to have Alchemist supplies on your person, and any elixir you create with this feature lasts until drunk or until the end of your next long rest. When you reach certain levels in the class, you can create make more elixirs at the end of a long rest.: two at 6th level, and three at 15th. you for each elixirs effect independently. each elixir requires its own flask. You can create Additional experimental elixirs by expending a spell slot of 1st level or higher for each one.when you do so, you use your action to create the elixir in a flask you touch, and you choose the elixirs effect from the Experimental Elixirs EXPERIMENTAL ELIXIR\r\nd6\tEffect\r\n1\tHealing. The drinker regains a number of hitpoints equal to 2d4 + your Intelligence modifier\r\n2\tSwiftness. the Drinkers walking speed increases by 10 feet for 1 hour.\r\n3\tResilience. The drinker gains a +1 to AC for 10 minutes.\r\n4\tBoldness. the drinker can roll a d4 and add the number rolled to every attack or saving throw they make for the next minute.\r\n5\tFlight. The drinker gain a flying speed of 10 feet for 10 minutes.\r\n6\tTransformation. The Drinkers body is transformed as if by an alter self spell. The drinker determines the transformation caused by the spell, the effects of which last 10 minutes.\r\n \r\n Alchemical Savant:\r\nAt 5th level, you develop masterful command of magical chemicals., enhancing healing and damage you create through them. whenever you cast a spell using your alchemists 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, fire, necrotic, or poison damage, and the bonus equals your intelligence modifier. (minimum of +1)\r\n\r\n\r\n\r\nADDITIONAL FEATS:\r\nWar Caster:\r\nYou have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.\r\n\r\nYou can perform the somatic components of spells even when you have weapons or a shield in one or both hands.\r\n\r\nWhen a hostile creature\u2019s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.","total_spell_slots_1":"4","total_spell_slots_2":"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":"309260, 309248, 309246, 309249, 309250, 309265, 309299, 309309","class_features":"306096, 309160, 309305","creatures_and_mounts":"","possessions_and_property":"","racestatblock":"306089","retinue":"","spellbook_0_level_spells":"","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":"306083"}