Alkemist
Artificer Tasha's Cauldron of Everything, p. 9-14
Alkemist är en av de spelbara klasserna.
Som alkemist är du en mästare på uppfinningar och använder ditt geni i kombination med magi för att skapa fantastiska ting.
Vapensmed (Armorer) Tasha's Cauldron of Everything, p. 15-17
Artillerist (Artillerist) Tasha's Cauldron of Everything, p. 17-18
Krigssmed (Battle Smith) Tasha's Cauldron of Everything, p. 18-20
Hit Points at 1st level: 8 + your Constitution modifier
Hit Points at higher levels: 1d8 (or 5) + your Constitution per artificer level after 1st
Weapons: Simple weapons
Tools: Thieves' tools, tinker's tools, one type of artisan's tools of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand
Starting Gold: 5d4 x 10 guldmynt
Spell Attack Modifier = your proficiency bonus + your Intelligence modifier
Som alkemist är du en mästare på uppfinningar och använder ditt geni i kombination med magi för att skapa fantastiska ting.
Underklasser
Alkemiker (Alchemist) Tasha's Cauldron of Everything, p. 14-15Vapensmed (Armorer) Tasha's Cauldron of Everything, p. 15-17
Artillerist (Artillerist) Tasha's Cauldron of Everything, p. 17-18
Krigssmed (Battle Smith) Tasha's Cauldron of Everything, p. 18-20
Grundegenskaper
Tasha's Cauldron of EverythingHit Points
Hit Dice: 1d8 per artificer levelHit Points at 1st level: 8 + your Constitution modifier
Hit Points at higher levels: 1d8 (or 5) + your Constitution per artificer level after 1st
Proficiencies
Armor: Light armor, medium armor, shieldsWeapons: Simple weapons
Tools: Thieves' tools, tinker's tools, one type of artisan's tools of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand
Equipment
You start with the following equipment, in addition to the equipment granted by your background:- any two simple weapons of your choice
- a light crossbow and 20 bolts
- your choice of studded leather armor or scale mail
- thieves' tools and a dungeoneer's pack
Starting Gold: 5d4 x 10 guldmynt
Spellcasting
Spell Save DC = 8 + your proficiency bonus + your Intelligence modifierSpell Attack Modifier = your proficiency bonus + your Intelligence modifier
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