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Vito Delgado

2 Level (0/900 XP for level-up) Former (Disgraced) Mad Doctor Background Elf, Eladrin Race / Species / Heritage Chaotic Neutral Alignment
Artificer
Level 2
Hit Dice: 1/2
1d8+3 Class 1

STR
12
+1
DEX
12
+1
CON
17
+3
INT
17
+3
WIS
16
+3
CHA
11
+0
15
Hit Points
+1
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30ft
Speed (walk/run/fly)
Spellcasting ...
+5 Attack mod
INT Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+2 Dexterity
+8 Constitution
+8 Intelligence
+6 Wisdom
+0 Charisma
saving throws
+1 Acrobatics DEX
+3 Animal Handling WIS
+5 Arcana INT
+1 Athletics STR
+0 Deception CHA
+3 History INT
+3 Insight WIS
+2 Intimidation CHA
+3 Investigation INT
skills
+5 Medicine WIS
+3 Nature INT
+5 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+3 Religion INT
+3 Sleight of Hand DEX
+1 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Crossbow +4 STR 1d8+1 pie
 Light, (range 80/320)
Scythe +4 DEX 1d4+1 slash
Dagger +3 STR 1d4+1 pie
 Thrown (range 20/60)
Attacks

Spell Book

Darkvision:
(Vito can see 60ft ahead in dim light as if it were bright light, and darkness as if it were dim light)

Keen Senses:
(Prof. in Perception)

Fey Ancestry:
(Advantage on saving throws for being charmed and magic cannot put Vito to sleep)

Magical Tinkering:
(At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or 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:
- The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  • 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.
  • 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.
  • A 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.
  • The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.)

  • Infuse Item;

    -Vito can infuse an mudane, nonmagical item with certain magical infusions, turning those objects into magic items. These items must match the requirements in the infusion's description and can be attuned by Vito the instant he infuses it. If not he must spend a short rest attuning the item via physical contact. The infusion in the item lasts indefitinety until Vito dies. He can change which infusions he has after he levels up.
  • Armor of Magical Strength, need suit of armor and attunement; Magical armor that can either helps the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
  • Replicate Magic Item; Vito can replicate the effects of a magical item on another item. Check item list to tell if item need attunment or not.
  • Repeating Shot (requires attunement The weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, ignoring the loading propriety if the item has it. If there is no ammo the infusion makes a magic ammo that dissapears after it hits or misses a target.
  • Homunculus Servant;

  • Trance:
    (Vito, as an elf, does not need to sleep. Instead, he can choose to meditate deeply, remaining semiconscious, for 4 hours a day. While meditating he can enter a dream-like state that are actually mental exercises. After resting this way, he gains the same benefit as sleeping for 8 hours.)

    Eladrin Season:
    (The Eladrin spend their lives in 4 "states" or seasons. These seasons often impact their apperance, Fey Step, and are linked to a apaticular feeling. Some Eladrin spend their entire lives in one season while others switch as often as they'd like. Vito defaults as a Spring season, but can change his season after a Long Rest.)

    Fey Step:
    (As a bonus action,Vito can magically teleport up to 30 feet to an unoccupied space he can see. Once he uses this trait, he can’t do so again until he finishes a short or long rest. {At 3rd level Fey Step gains an additional effect based on Vito's season.})

    Features & Traits
    Dagger (1d4, range 20/60)
    Scythe (1d4)
    Light crossbow + 20 bolts
    Studded Leather Armor
    Thieves tools
    Dungeoneer's pack
    Scalpel
    Suturing needle
    Surgical Thread
    Healer's kit
    Fine clothes
    Scholar's Pack
    Pouch of 15gp
    Alcohol burner
    Bottle of medicinal spirit

    Equipment Copper: 6, Silver: 6, Electrum: 0, Gold: 16, Platinum: 0 Money
    Languages:
    Common and Elvish

    Proficiencies:
    Perception, Sleight of Hand, and Medicine, Firearms

    Languages & Proficiencies
    Vito is an absolute bastard of a man who refuses to bow to any universal force but himself. He's brilliant in his field yet so trapped in his own mind that his perception of reality is often warped. He's no stranger to failure yet endlessly optmistic in his determination to make fate bend to his will. This partnership between delusion and optmism, supported by the drive and mind to back it up, leaves any interaction with Vito on a playing field of his own making.

    Vito's other traits include his borderline-obessivness with using every bit of the materials granted to him to their fullest potential, crude sense of humor that often appears at the most random (and often inopportune) times, and his blunt honesty which can often be horrifying coming out of his mouth.

    You may ask, does this man have any redeemable qualities? Well, he has one.

    The goals of his expermients are actually sound ideas that can benefit society as a side effect. He just goes about it without any ethical boundaries.

    Personality Traits
    Vito believes that he is firmly in control of his own fate, and that no matter the challenge, he will rise above it one way or another. He sees gods and other powerful beings as people who, like him, took hold of their fates and molded it into reality. This is how he aspires to live his life.

    Ideals
    Vito occasionally will find a creature or person of great interest who he becomes incredibly attached too.

    Bonds
    About 80% of his personality can be considered a flaw.

    Flaws
    <b>Former (Disgraced) Mad Doctor</b>
    <span class="line-spacer d-block"> </span>
    <em>Vito was a promising student at a medical universtiy who graduated with top marks. After a time his thirst and dogedness in his research gained him an infamy amoung his colleges. As he reached the heights of his insanity and research, Vito was removed from his practice, his field of work, and disgraced in the eyes of academia. Spiteful but unbroken, Vito decided that if he could not work with organic human life, machinery would do, and turned to the life of an Artificer. Now an adventurer, Vito lets his adventuers take him from place to place as he conducts his research, lest the authorities catch wind of his experiments once again and destroy them.</em>
    <span class="line-spacer d-block"> </span>
    Skill proficiencies:
    Arcana
    Intimidation

    Tool proficiencies:
    Surgeons/Medical tools
    <span class="line-spacer d-block"> </span>
    <span class="line-spacer d-block"> </span>
    A starting equipment list:
    Scalpel, Suturing needle, Surgical Thread, Healer's kit, Fine clothes, Scholar's Pack, Pouch of 15gp, Alcohol burner, Bottle of medicinal spirit.

    <b>Researcher: </b>
    When Vito attempts to learn or recall a piece of lore, if he does not know that information, he often knows where and from whom he can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Of course the downside is that fellow colleges are not usually keen on handing over much information.
    <span class="line-spacer d-block"> </span>
    <b>Scholar of Anatomy</b>
    Vito's spent years learning and years more practicing fundamentals of *humanoid* bodies. Masterfully slicing at tissue with his scalpel, he'd avoid every organ until he'd find what he was looking for, and with a "dance" of a wrist cut it out. His colleagues respect his skill both in awe and in fear, as who knows, maybe they'll be under Vito's scalpel one day, and only a flick of his wrist would be enough to end them on the table.

    Notes


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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    Level 0 Spells

    PHB

    Message

    0-level (Cantrip) Transmutation

    Casting Time: 1 action
    Range/Area: 120 feet
    Components: V, S, M
    Materials: a short piece of copper wire
    Duration: 1 round
    You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

    SRD

    Spare the Dying

    0-level (Cantrip) Necromancy

    Casting Time: 1 action
    Range/Area: touch
    Components: VS
    Duration: instantaneous
    You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
    Available for: Artificer, Cleric

    Level 1 Spells

    PHB

    Cure Wounds

    1-level Evocation

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S
    Duration: Instantaneous
    A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

    PHB: P. 239

    Faerie Fire

    1-level Evocation

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: V
    Duration: Concentration, Up to 1 minute
    Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
    Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
    Available for: Artificer, Bard, Druid

    SRD

    False Life

    1-level Necromancy

    Casting Time: 1 action
    Range/Area: self
    Components: VSM
    Materials: A small amount of alcohol or distilled spirits, or focus
    Duration: 1 hour
    Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional Temporary Hit Points for each slot level above 1st.
    Available for: Artificer, Sorcerer, Wizard

    SRD

    Snare

    1-level Abjuration

    Casting Time: 1 minute
    Range/Area: touch
    Components: SM
    Materials: 25 feet of rope, which the spell consumes, or focus
    Duration: 8 hours
    As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap. This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned. The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends. A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends. After the trap is triggered, the spell ends when no creature is restrained by it.
    Available for: Artificer, Druid, Ranger, Wizard

    TCoE

    Tasha's Caustic Brew

    1-level Evocation

    Casting Time: 1 action
    Range/Area: Self
    Components: V, S, M
    Materials: a bit of rotten food
    Duration: Concentration, 1 minute
    A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.

    Xanathar's Guide to Everything

    Absorb Elements

    1-level Abjuration

    Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
    Range/Area: Self
    Components: S
    Duration: 1 round
    The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
    Available for: Artificer, Druid, Ranger, Sorcerer, Wizard

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