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Bubble Anomaly Protocol Documentation Bot

5 Level (0/14000 XP for level-up) Sage (Cleric of Gamayun) Background Warforged Race / Species / Heritage Neutral Alignment
Apothecary Alchemist
Level 5
Hit Dice: 5/5
1d6+2 Class 1

STR
8
-1
DEX
16
+3
CON
14
+2
INT
18
+4
WIS
14
+2
CHA
10
+0
45
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
22 / 22
Bombs!
6 / 6
Reagent
Spellcasting ...
+7 Attack mod
INT Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
+6 Dexterity
+2 Constitution
+7 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+3 Acrobatics DEX
+2 Animal Handling WIS
+7 Arcana INT
-1 Athletics STR
+0 Deception CHA
+8 History INT
+2 Insight WIS
+0 Intimidation CHA
+7 Investigation INT
skills
+5 Medicine WIS
+4 Nature INT
+5 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+4 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +6 DEX 1d4+3 Piercing
 Finesse, Light, Thrown (30/90)
Kama +6 DEX 1d4+3 Bludgeoning
 Finesse, light
Attacks

Spell Book

Warforged
Constructed Resilience
You were created to have remarkable fortitude, represented by the following benefits:

- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You don’t need to eat, drink, or breathe.
- You are immune to disease.
- You don’t need to sleep, and magic can’t put you to sleep.


Sentry’s Rest
When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.


Intergrated Protection
Your body has built-in defensive layers, which can be enhanced with armor:

- You gain a +1 bonus to Armor Class.
- You can don only armor with which you have proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
While you live, the armor incorporated into your body can’t be removed against your will.

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Alchemist
Bombs
At 1st level, you can create volatile alchemical bombsusing your alchemist’s supplies. Whenever you finish a short or long rest, you can create a number of bombs equal to 10 + twice your alchemist level. For you the cost of materials necessary to create these bombs is negligible. After 24 hours, an unused bomb becomes inert. The statistics of a bomb are shown in
the Bomb sidebar above.


Priming Bombs. Once per turn you can take the Use an Object action to prime a bomb with explosive reagents and make an attack with it, increasing the bomb’s explosive potential. When you do so, you can add your Intelligence modifier, instead of Dexterity, to the bomb’s damage roll. Additionally, when you throw a bomb in this way, its damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Saving Throws. When you throw a bomb, the save DC for its blast radius is calculated as follows: Bomb save DC = 8 + your proficiency bonus + your Intelligence modifier


Bomb Formulae
By 2nd level, your research has granted you insight into new alchemical formulations for your bombs. Select three bomb formulae from the Bomb Formulae section. Once per turn when you prime a bomb, you can apply a formula to it. Applying a formula sometimes changes all of the damage dice rolled for a bomb, but also grants it special effects. When you gain certain levels in this class, you learn additional formulae of your choice, as shown in the Bomb Formulae Known column of the Alchemist table. Additionally, when you gain a level in this class, you can choose one of the formulae you know and replace it with another formula.


Reagant
Starting at 3rd level, you have a collection of powerful alchemical reagents, represented by a pool of reagent dice, that you can spend to brew potions or magnify the power of your explosives.

You start with three reagent dice, which are d10s, and you gain additional reagent dice as you gain levels in this class, as shown in the Reagent Dice column of the Alchemist table. You regain all expended reagent dice when you finish a long rest. When you prime a bomb, you can expend a number of reagent dice up to your proficiency bonus and add the dice to the bomb’s damage roll.

You can spend 10 minutes and expend any number of reagent dice to brew potions. These potions retain potency for 24 hours, after which they become inert. If a potion calls for a saving throw, it uses your bomb save DC.


Discoveries
In the course of your research, you have made a number of discoveries regarding the nature of alchemy. At 4th level, you gain two discoveries of your choice. When you gain certain alchemist levels, you gain additional discoveries of your choice, as shown in the Discoveries Known column of the Alchemist table.

Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level.


Flashbang
Beginning at 5th level, you carry a supply of concussive explosives to help you escape from perilous situations. As a bonus action, you can throw one of these explosives at your feet, disorienting and distracting nearby foes. Each Large or smaller creature within 5 feet of you can’t take reactions until the start of its next turn


Formula: Painkiller Bomb
At 2nd level, you can mix your bomb’s contents with a slurry of analgesic oil, changing it into a painkiller bomb. A painkiller bomb deals no damage, but instead grants each creature within its blast radius temporary hit points equal to 1d8 plus half your alchemist level, which last until the end of your next turn. This bomb has no effect on constructs and undead.


Potion Toss
Starting at 6th level, you’ve developed a chemical mechanism to deliver potions more effectively to distant allies. You can use your action to hurl a potion at a willing or unconscious creature within 20 feet of you. The target gains the potion’s benefit as if it had consumed the potion normally

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Discoveries
Percision Explosives
You have modified your bombs to have narrow gaps in their explosions, perfect for keeping some creatures safe from the blast. You can choose one creature in the blast radius of a bomb, other than the target, to automatically succeed on its saving throw against the bomb and take no damage from it.


Syringe
Using a sophisticated hypodermic needle, you can more quickly administer potions and poisons. As a bonus action, you can inject a potion into yourself or a willing creature within 5 feet of you, granting the benefits of the potion as if it were consumed normally. You can inject a potion into an unwilling creature with a successful melee attack.


Ballistic Research
You learn two additional bomb formulae.

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Formulae
Holy Bomb
By adding a few drops of holy water to your bomb’s explosive contents, you can change it into a holy bomb. A holy bomb deals radiant damage instead of fire damage, and its damage dice are d8s, unless the target is a celestial, fiend, or undead. The bomb’s damage dice are d6s against celestials and d12s against fiends and undead.


Teleportation Bomb
By replacing your bomb’s explosive contents with a glowing etherite crystal, you can change it into a teleportation bomb. A teleportation bomb deals no damage and instead opens a rift in space, instantly teleporting you to its point of detonation. This effect fails if the bomb explodes more than 30 feet away from you.


Cyro Bomb
By replacing your bomb’s explosive contents with a piece of ice-nine, you can change it into a cryo bomb. A cryo bomb deals cold damage instead of fire damage, its damage dice are d8s, and it requires a Constitution saving throw, instead of a Dexterity saving throw. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, has its speed reduced by 10 feet until the end of its next turn.


Lightning Bomb
By replacing your bomb’s explosive contents with a charged arcane capacitor, you can change it into a lightning bomb. A lightning bomb deals lightning damage instead of fire damage, and its damage dice are d8s. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, can’t take reactions until the end of its next turn.


Stink Bomb
By adding a single drop of skunkanide, a chemical too unholy to expound upon, you can change it into a stink bomb. A stink bomb deals poison damage instead of fire damage, its damage dice are d8, and it requires a Constitution saving throw, instead of a Dexterity saving throw. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, has disadvantage on ability checks it makes until the end of its next turn.


Oil Bomb
By mixing your bomb’s explosive contents with a few drops of a super-surfactant, you can change it into an oil bomb. An oil bomb deals no damage, but coats each creature within the blast radius in a sticky, flammable oil. The next time a creature coated in oil takes fire damage, it takes an extra d6 damage for each die of fire damage rolled, up to a maximum of half your alchemist level, rounded up. This oil can be removed by dousing a creature with a gallon of water.


Features & Traits
Scholar's Pack
Alchemist's Supplies
Leather Armor
Dagger
Sling
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Potions
Potion of Growth
When you drink this potion, you gain the "enlarge" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.


Potion of Healing
A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action.


Potion of Climbing
When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.


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Bomb Stat
Bombs
Damage 1d10 with the properties of Finesse, special, thrown, (range 30/90)

Special Property:
When a bomb hits a target, it explodes in a 5-foot radius and is destroyed. The bomb can be thrown at an unoccupied space within its range. Each creature other than the target within the blast radius must succeed on a DC 15 Dexterity saving throw, taking half the damage rolled on a failed save or no damage on a successful one. Additionally, as a bonus action, you can empty some of the bomb’s explosive material to permanently remove the blast radius from this bomb, dealing damage only to the bomb’s target.

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Magic Items
Sex, Love, and Relationships: Vol 11
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Magical Self-Help Book
---------
It's a magical self help book about love. No further explanation needed. Sachiko really liked it.

Sex: You have advantage on checks relating to flirting.

Love: When you hit an ally with a Painkiller Bomb, they must make a CON Save against your Bomb DC. On a success, They heal an equal amount equal to the TempHP.

Relationships: You gain AC to the amount of other creatures that have temporary hit points that came from you.


The Bass Line
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Sonic Grenade Launcher - Attunement - 60/100 - Reload (6) - One handed - Unique - Finesse
-------------
A extremely experimental Grenade Launcher made from reused speakers and stereo equipment. Plays heavy metal every time you pull the trigger. Corvus was drunk when he made this. Can be held in one hand. Comes with 5 sets of earplugs.

The Grenade Launcher Part: This launcher can hold 6 bombs at a time. It takes an action to reload it, and an attack action to throw it. It uses Bombs as Ammunition. By fidgeting with the bass and treble of the speaker, you can prime the next bomb in the "barrel" (Use an Object Action), or you can extract some of the potent substances (Bonus Action). Don't ask how. Corvus Forgot. You can lob your grenades over obstacles.

The Sonic Part: Whenever you launch a grenade, you release a sonic wave in a 15 feet cone of your attack. All creatures without proper hearing protection must make a DC 14 Con Save against 4d6 Thunder Damage.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Armor: Light Armor

Weapons: Simple weapons, bombs

Tools: Alchemist’s supplies, herbalism kit

Saving Throws: Dexterity, Intelligence

Skills: Choose three from Arcana, History, Insight,
Medicine, Nature, Perception, Sleight of Hand, and
Survival

Languages & Proficiencies


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