Armor Class
15
Hit Points
32
(5d8 + 1)
Speed
25 ft., swim 60 ft., burrow 5 ft., climb 10 ft., fly 0 ft.
STR
8
(-1)
DEX
15
(+2)
CON
12
(+1)
INT
17
(+3)
WIS
10
(+0)
CHA
13
(+1)
Saving Throws
CON +4, INT +6
Skills
Acrobatics +2, Arcana +6, History +6, Intimidation +1, Investigation +3, Medicine +3, Nature +6, Performance +1, Persuasion +1, Religion +3, Sleight of Hand +2, Stealth +2
Damage Resistances
Bludgeoning
Senses
Passive Perception 10
Languages
Aquan, Common
Challenge
5 (1,800 XP)
Proficiency Bonus
+3
Traits
Artificer Features
Calligrapher's Supplies
Proficiencies
- Calligrapher's Supplies
- Arcana
- Medicine
Magical Tinkering (
Spellcasting (
- You can cast prepared artificer spells using INT as your spellcasting modifier (Spell DC 14, Spell Attack +6) 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.
Infuse Item
- Whenever you finish a long rest, you can touch up to 2 nonmagical 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 to the item.
- Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after 3 days. The infusion also vanishes if you give up your knowledge of the infusion or you exceed your maximum number of infusions.
- No Action
- 2 Uses
Artificer Infusions (
- 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 Specialist (
- Artillerist
The Right Tool for the Job (
- 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.
- No Action
Tool Proficiency (
- Woodcarver's Tools
- You gain proficiency with woodcarver’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Artillerist Spells (
- You always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table.
Eldritch Cannon (ERftLW, pg. 59)
Ability Score Improvement (
- Feat: Alert (PHB, pg. 165)
- You gain a +5 bonus to initiative, you can't be surprised while you are conscious, and other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.
Sorcerer Features
Spellcasting (
- You can cast known sorcerer spells using CHA as your spellcasting modifier (Spell DC 12, Spell Attack +4). You can use an arcane focus as a spellcasting focus.
Sorcerous Origin (
Psionic Spells (
- You learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table.
- Arms of Hadar (1st)
- Dissonant Whispers (1st)
Warped Being (
- Your AC equals 13 + your Dexterity modifier while you aren’t wearing armor.
Racial Traits
Ability Score Increase
- +2 Intelligence, +1 Dexterity
Age
- Adulthood by age 15, can live up to 80 years
Size
- 3 to 4 feet tall, 40 pounds average weight
Speed
- 25 feet walking, 60 feet swimming, 5 feet burrowing, 10 feet climbing, 0 feet flying
Alignment
- Neutral-Good
History and Nature Proficiency
- Proficiency in History and Nature
Leviathan Will
- Advantage against Paralysis, Poison, Stun, and Sleep; Disadvantage against Charm
Slippery
- Advantage against Grapple, Bonus Action in addition to Action to escape Grapple
Upright
- Cannot become Prone
Mixed Amphibiousness
- Must submerge self in water for 6 seconds every 24 hours or suffer 1 level exhaustion
Lightweight
- Resistance to Bludgeon damage; Taking bludgeon damage requires a DC 10 Con saving throw, failing will knock you back feet equal to damage divided by 5, rounded up, away from source of damage
Ancestral Gift
- You gain the Shape Water cantrip
Language
- Can understand Aquan and Common
Actions
Waddle's Pistol - Prototype 1. Palm Pistol: +5 to hit, reach 40[160] ft., 1 target. Hit: 1d8 + Dex [Piercing] damage.
Unarmed Attack. Melee Attack: +2 to hit, reach 5 ft., 1 target. Hit: 0 + Atk [Bludgeoning] damage.
Magical Tinkering (
- Imbue a Tiny nonmagical object with a magical property of your choice: 5ft. radius light, up to 6 second long recorded message, emits odor or nonverbal sound, static visual effect including up to 25 words of text. You can affect a maximum of 3 objects at a time.
- 1 Action
- 3 Uses
Eldritch Cannon (ERftLW, pg. 59)
- Using woodcarver’s tools or smith’s tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.
- Once you create a cannon, you can’t do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one cannon at a time and can’t create one while your cannon is present.
- Eldritch Cannon: Flamethrower
- The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
- 1 Bonus Action
- Uses: 20
- Eldritch Cannon: Force Ballista
- Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
- 1 Bonus Action
- Uses: 20
- Eldritch Cannon: Protector
- The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).
- 1 Bonus Action
- Uses: 20
Invasive Thoughts (
- You can use a bonus action to create a telepathic link, for 10 minutes, with one creature you can see within 30 feet of you. Until the link ends, you can telepathically speak to the target through the link, and if it understands at least one language, it can speak telepathically to you.
- 1 Bonus Action
Cantrips (At Will)
- Light. Evocation (Sorcerer)
- Mage Hand. Conjuration (Sorcerer)
- Mending. Transmutation (Artificer)
- Mind Sliver (UA). Enchantment (Sorcerer)
- Prestidigitation. Transmutation (Sorcerer)
- Resistance. Abjuration (Artificer)
- Shape Water. Transmutation (Ancestral Gift)
Spells (1st: 4 Slots)
- Arms of Hadar. Conjuration (Psionic Spells)
- Chaos Bolt. Evocation (Sorcerer)
- Charm Person. Enchantment (Sorcerer)
- Cure Wounds. Evocation (Artificer)
- Detect Magic. Divination (Artificer)
- Dissonant Whispers. Enchantment (Psionic Spells)
- Expeditious Retreat. Transmutation (Artificer)
- Faerie Fire. Evocation (Artificer)
- Thunderwave. Evocation (Artificer)
Spells (2nd: 2 Slots)
- Arms of Hadar. Conjuration (Psionic Spells)
- Chaos Bolt. Evocation (Sorcerer)
- Charm Person. Enchantment (Sorcerer)
- Cure Wounds. Evocation (Artificer)
- Dissonant Whispers. Enchantment (Psionic Spells)
- Thunderwave. Evocation (Artificer)
Reactions
Actions in Combat
Opportunity Attack
Spells (1st: 4 Slots)
- Feather Fall. Transmutation (Artificer)
- Shield. Abjuration (Artificer)
Description
Prince Waddle is the unsteady and anxious heir to his now dead father’s kingdom and legacy. He speaks in nervous, jittery phrases as he shakes his body left and right, as if part of a coping mechanism.
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