Daedalus d'Cannith

"Commander", "Dallas"

Daedalus d'Cannith is a human artificer from the Tomb of Annihilation campaign.

## 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. Rumored to have been kidnapped in early adulthood by a fanatical cult who expected to be provided with magical weapons. Escaping in the end by turning those weapons against them.
2. Rumored to have been involved in an earlier covert unit ending as the sole survivor after the first mission proved fatal due to a double cross.
3. Rumored that he is more closely related to Merrix d'Cannith then he lets on and that his immediate family were directly involved in the effort to create the Warforged.
4. Rumored to have in some way caused a rival branch of the family to be excoriated.
5. Rumored to be working to unite the 3 splintered factions of House Cannith in order to help make New Cyre into a truly sovereign nation.

## Mechanical Stats

AC

17

Max

19

HP

53

Initiative

2

Speed

30

Passive Perception

12

Attributes

Strength

10
0

Dexterity

14
2

Constitution

12
1

Intelligence

20
5

Wisdom

14
2

Charisma

10
0

Skills
Acrobatics: 6Animal Handling: 2Arcana: 9Athletics: 0Deception: 0History: 5Insight: 2Intimidation: 0Investigation: 9Medicine: 2Nature: 9Perception: 2Performance: 0Persuasion: 0Religion: 5Sleight of Hand: 2Stealth: 2Survival: 2

Saving Throws
Strength Save: 0
 Dexterity Save: 2
 Constitution Save: 5
 Intelligence Save: 9
 Wisdom Save: 2
 Charisma Save: 0

Proficiencies

Simple WeaponsMartial Weapons

Light Armor
Medium Armor
Heavy Armor
Shields

No Tool Proficiencies

Artificer (Artillerist) Abilities

Infusions Known: 6
Infused Items: 3

Spells Prepared: 9.5
Spell Save DC: 17
Spell Attack Bonus: 9

Spells: Cantrips: 2, 1st: 4, 2nd: 3, 3rd: 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 (**5**, 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 (**9.5**, 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 (**17**)
**Spell attack modifier** = your proficiency bonus + your Intelligence modifier (**9**)

▼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 (**5**, 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.

Tool Proficiency Artillerist lvl 3

When you adopt this specialization, 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.

▼Artillerist Spells Artillerist lvl 3

As an artillerist, you always have certain spells prepared after you reach particular levels in this class, as shown below. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

* 3rd lvl: Shield, Thunderwave
* 5th lvl: Scorching Ray, Shatter
* 9th lvl: Fireball, Wind Wall
* 13th lvl: Ice Storm, Wall of Fire
* 17th lvl: Cone of Cold, Wall of Force

▼Eldritch Cannon Artillerist lvl 3

You've learned how to create a magical cannon. 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.

The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.

When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.

The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

**Force Ballista:**
Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.

**Protector:**
The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (**6-13}**, minimum of +1).

▼Arcane Firearm Artillerist lvl 5

You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.

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.

Tool Expertise lvl 6

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

Flash of Genius lvl 7

You've gained the ability to come up with solutions under pressure. 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 your Intelligence modifier(**5**) to the roll.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Explosive Cannon Artillerist lvl 9

Every eldritch cannon you create is more destructive, and the cannon's damage rolls all increase by 1d8.

As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC (**17**), taking 3d8 force damage on a failed save or half as much damage on a successful one.

Human (Mark of Making) Traits

Artisan's Intuition:
Whenever you make an Intelligence (Arcana) or an Ability Check involving Artisan's Tools, you can roll a d4 and add the number rolled to the total ability check.

Artisan's Gift:
You gain proficiency in one type of Artisan's Tools of your choice.

Spellsmith:
You learn the Mending cantrip. You can also cast the Magic Weapon spell with this trait. When you do so, the spell lasts for 1 hour and doesn't require concentration. Once you cast this spell with this trait, you can't cast that spell again until you finish a Long Rest. Intelligence is your Spellcasting Ability for these spells.

Spells of the Mark:
If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Making Spells table are added to the spell list of your Spellcasting class.