{"name":"Pyral Bronzen","class":"Artificer ","level":"4","background":"","race":"Rock Gnome ","alignment":"Chaotic Good","proficiency_bonus":"2","strength":"16","dexterity":"18","constitution":"20","intelligence":"20","wisdom":"19","charisma":"15","str_save":"3","dex_save":"4","con_save":"7","int_save":"7","wis_save":"4","cha_save":"2","hit_die":"6","total_hit_dice":"4","acrobatics":"3","animal_handling":"4","arcana":"5","athletics":"3","deception":"2","history":"5","insight":"4","intimidation":"2","investigation":"7","medicine":"4","nature":"5","perception":"6","performance":"2","persuasion":"2","religion":"5","sleight_of_hands":"3","stealth":"3","survival":"4","proficiencies":"Investigation, Perception, ","armor_class":"16","hit_points":"34","initiative":"4","speed":"25","proficiences_and_languages":"Armor: Light armor, medium armor, shields\r\nWeapons: Simple weapons, hand crossbows, heavy crossbows\r\nTools: Thieves\u2019 tools, tinker\u2019s tools, one type of artisan\u2019s tools of your choice\r\nLanguage: Common, Gnomish","attacks":"Weapon | Attack | Damage\r\nDagger | +3 | 1d4+3\r\nHand Crossbow | +3 | 1d6+3\r\n","spellcasting":"Spell | Attack | Damage \r\nPoison Spray | +7 | 1d12\r\nRay of Sickness | +7 | 2d8","equipment":"Hand Crossbow, 20 bolts, tinkers tools, hide armour, dagger, shield, dungoneers pack, ","personality_trait":"","ideal":"","bond":"","flaw":"","features_and_traits":"Magical Tinkering\r\n\r\nAt 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have tinker's tools or other 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:\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'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.\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 only bear 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\nInfuse Item\r\n\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\nINFUSIONS KNOWN\r\n\r\nWhen you gain this feature, you learn four artificer infusions of your choice. 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.\r\n \r\nINFUSING AN ITEM\r\n\r\nWhenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one. Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement.\r\n \r\nYour infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one. You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.\r\n \r\nArtificer Specialist\r\n\r\nAt 3rd level, you choose the type of specialist you are: Alchemist, Artillerist, or Battle Smith, each of which is detailed at the end of the class\u2019s description. Your choice grants you features at 3rd level and again at 5th, 9th, and 15th level.\r\n \r\nAlchemist\r\nArtillerist\r\nBattle Smith\r\n \r\nThe Right Tool for the Job\r\n\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\nAbility Score Improvement\r\n\r\nWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\r\n\r\nRacial Features\r\n\r\nArtificer's Lore - Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.\r\n \r\nTinker. You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:\r\n ","total_spell_slots_1":"3","total_spell_slots_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":"85, 113, 233, 111, ","class_features":"288969, ","creatures_and_mounts":"","possessions_and_property":"","racestatblock":"107140, ","retinue":"","spellbook_0_level_spells":"169267, 170004, 169287, ","spellbook_1_level_spells":"172241, 172404, 170037, 172254, 172402, 170302, ","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":"337392"}