Fiz

Rock Gnome Artificer (Artillerist) from Halruaa. Stole a flying ship to see the world.

Hisfiz "Fiz" Spinfizzler

Gender: Male Race: Rock Gnome Class: Artificer, Artillerist Background: Guild Artisan, specializing in intricate mechanical devices like watches, clocks, and small machines Feats: Fey Touched Alignment: Neutral Good DnD Beyond character sheet: https://www.dndbeyond.com/characters/151123487

Backstory

From Halruaa, a technocracy. Fiz wanted to go explore the outside world, but that is frowned upon by his society. Fiz had an aunt that left Halruaa a long time ago to see the wonders of the world, and Fiz wants to follow in her footsteps. Fiz stole a flying ship, but it crashed just outside of Halruaa. He meets Woz and Toz and joins the crew of their ship as a way to see the world.

Class Features

Artificer Features

Hit Points (TCoE, pg. 10) Proficiencies (TCoE, pg. 10) Arcana Perception Alchemist's Supplies Magical Tinkering (TCoE, pg. 11) 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 4 objects at a time.

Magical Tinkering: 1 Action Uses: / Special Spellcasting (TCoE, pg. 11) You can cast prepared artificer spells using INT as your spellcasting modifier (Spell DC 15, Spell Attack +7) 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 Item3 infused items (TCoE, pg. 12) Whenever you finish a long rest, you can touch up to 3 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 4 days. The infusion also vanishes if you give up your knowledge of the infusion or you exceed your maximum number of infusions.

Infuse Item: 1 Action Uses: / Special Artificer Infusions (TCoE, pg. 12) 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 (TCoE, pg. 13) The type of specialist are:

Artillerist The Right Tool for the Job (TCoE, pg. 13) 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 or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

The Right Tool for the Job: (No Action) Tool Proficiency (TCoE, pg. 17) 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.

Woodcarver's Tools Artillerist Spells (TCoE, pg. 17) You always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table.

Eldritch Cannon2d8 turret damage (TCoE, pg. 18) 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 to create one. You can have only one cannon at a time and can’t create one while your cannon is present.

Create Eldritch Cannon: 1 Action / Long Rest Eldritch Cannon: Flamethrower: 1 Bonus Action Uses: 35 / Special Current:

35

Eldritch Cannon: Force Ballista: 1 Bonus Action Uses: 35 / Special Current:

35

Eldritch Cannon: Protector: 1 Bonus Action Uses: 35 / Special Current:

35

Ability Score Improvement (TCoE, pg. 13) Feat Fey Touched Arcane Firearm (TCoE, pg. 18) When you finish a long rest, you turn a wand, staff, or rod into your arcane firearm.

You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell’s damage rolls equal to the number rolled.

Arcane Firearm: Special

Tool Expertise (TCoE, pg. 13) Your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

Tool Expertise: Special

Flash of Genius (TCoE, pg. 13) 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 finishing a long rest.

Flash of Genius: 1 Reaction Uses: / Long Rest

Artificer infusions

  • Enhanced arcane focus
  • Repulsion shield
  • Armor of magical strength

Prepared spells

Cantrip

  • Fire Bolt
  • Mage Hand

1st level

  • Bless
  • Detect Magic
  • Disguise Self
  • Faerie Fire
  • Feather Fall
  • Grease
  • Identify
  • Shield
  • Thunderwave

2nd level

  • Blur
  • Misty Step
  • Scorching Ray
  • Shatter
  • Thunderwave