Aegis

Tin can

**Aegis** is a warforged artificer from the Tomb of Annihilation universe. It appeared in the one-shot Escape From Ulfenkarn.

## Notes

### Worked in Forges as effectively a slave

* During his time there started developing personality traits, individuality and desire for freedom.
* Started to read and write philosophy.
* To beat all of these unfortunate traits out of him he was then send to Slavebreaker

### Time under “The Good Master”

* Sensory deprivation
* A shock item of sort preventing sleep or “Turning Off” of a warforged.
* All the Unfortunate Traits were suppressed.
* “I became nothing but a Brute”
* He was then sold to the Army.

### Army Years

* Was put under Lieutenant Natalie as an aid shortly after she became a Lieutenant.
* Became an expert at sneaking in The Reavers.
* After Natalie was reassigned he was then given to The D-Squad to help in their Sabotage Missions.
* Has helped Daedalus with removing a political rival from his position of Slavebreaker, thus getting some revenge on his former "Master". The location of this individual is currently unknown.

## Rumors

During character creation, we were asked to create 5 rumors about our character. 3 of them should be true, 2 of them false. The other players do not know which is which.

1. It is said to have killed it's previous owner
2. Once disguised itself as a Karrnathian infiltrating an army camp. Here it poisoned half of the platoon! Rumors talk of a "Shit bucket"?
3. Was removed from its previous unit for spreading dangerous ideas.
4. Once worked in the forges of House Canith crafting various arms and armors, including items for a secret experimental Warforged.
5. That thing has killed over ten of the partners it was set to patrol with! It is why it was put on the team of that murderous bitch.

## Mechanical Stats

AC

21

HP

51

Initiative

2

Speed

30

Passive Perception

14

Attributes

Strength

8
-1

Dexterity

14
2

Constitution

16
3

Intelligence

18
4

Wisdom

12
1

Charisma

8
-1

Skills
Acrobatics: 2Animal Handling: 1Arcana: 7Athletics: -1Deception: -1History: 7Insight: 1Intimidation: -1Investigation: 7Medicine: 1Nature: 4Perception: 4Performance: -1Persuasion: -1Religion: 7Sleight of Hand: 2Stealth: 8Survival: 1

Saving Throws
Strength Save: -1
 Dexterity Save: 2
 Constitution Save: 6
 Intelligence Save: 7
 Wisdom Save: 1
 Charisma Save: -1

Proficiencies

Simple WeaponsMartial Weapons

Light Armor
Medium Armor
Heavy Armor
Shields

Thieves' toolsTinker's toolsSmith's toolsAlchemist's supplies

Artificer (Battle smith) Abilities

Infusions Known: 6
Infused Items: 3

Spells Prepared: 7
Spell Save DC: 15
Spell Attack Bonus: 7

Spells: Cantrips: 2, 1st: 4, 2nd: 2

▼Magical Tinkering

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.

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (**4**, minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

▼Spellcasting

You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.

**Tools Required:**
You produce your artificer spell effects through your tools. 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 Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools.

After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.

**Cantrips:**
You know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice.
When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

**Preparing and Casting Spells:**
At the top the artificer abilities you can see the slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (**7**, minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a lst-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

**Spellcasting Ability:**
Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

**Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier (**15**)
**Spell attack modifier** = your proficiency bonus + your Intelligence modifier (**7**)

▼Infuse Item lvl 2

You've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.

**Infusions Known:**
When you gain this feature, pick four artificer infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown at the top.

Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

**Infusing an Item:**
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the *Dungeon Master's Guide*).

Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (**4**, minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.

You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears at the top. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.

If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

The Right Tool for the Job lvl 3

You've learned how to produce exactly the tool you need: 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 given archetype (**battle smith**) is not currently implemented.

Therefore the level 3 ability is not shown.

The given archetype (**battle smith**) is not currently implemented.

Therefore the level 5 ability is not shown.

Tool Expertise lvl 6

Your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.

Warforged Traits

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.

Integrated 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, you must incorporate it into your body over the course of 1 hour, during which you must 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, your armor can't be removed from your body against your will.