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Quincy Chanette in Dungeons & Dragons 5e

Quincy Chanette

Medium Half-Elf, Artificer, Chaotic Good

Armor Class 17
Hit Points 58 (9d8+18)
Speed: 30 ft

STR

8
( -1 )

DEX

14
( +2 )

CON

15
( +2 )

INT

18
( +4 )

WIS

12
( +1 )

CHA

13
( +1 )

Saving Throws Con +5, Int +7
Skills

Arcana +7, Investigation +7

Senses

Passive Perception 11

Languages Common, Draconic
Challenge Rating 5
Proficiency Bonus +3

Spellcasting. Quincy is a 9th-level Spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Quincy has following Artificer spells prepared: 

Cantrips (at will): Dancing Lights, Mending.

1st level (4 slots): Alarm, Catapult, Identify
2nd level (3 slots): Enhance Ability, Magic Weapon, Rope Trick.
3rd level (2 slots): Dispel Magic, Tiny Servant.


Tool Expertise. Quincy is proficient with Thieves’ Tools, Tinker’s Tools, Alchemist’s Supplies, and Brewer’s Supplies. He doubles his proficiency bonus for any checks made with these tools.

Replicable Magic Items. Quincy Possesses a Repeating Shot Hand Crossbow, Enhanced Defense Scale Mail Armor Suit, and Wand of Magic Detection, and can replicate one after a long rest, at which point the original is destroyed.

Flash of Genius (4/Day). When Quincy or an Ally within 30ft makes an Ability Check or Saving Throw, Quincy can use his reaction to add a +4 to the roll.

Experimental Elixir. Upon finishing a Long Rest, Quincy magically produces an experimental elixir in an empty flask he can touch. When consumed - as an action - the elixir triggers a random effect from the Experimental Elixir table.

Additional Elixirs can be made by expending a spell slot of 1st level or higher. When creating an Elixir in this way, Quincy gets to choose the effect of the elixir from the table instead of rolling.

All Elixirs last until they are consumed or until Quincy finishes another Long Rest.

D6Effect
1Healing. The drinker regains 2d4+4 Hit Points.
2Swiftness. The drinker's walking speed increases by 10ft for an hour.
3Resilience. The drinker gains a +1 bonus to their AC for 10 minutes.
4Boldness. The drinker adds 1d4 to every attack roll and saving throw for the next minute.
5Flight. The drinker gains a flying speed of 10ft for the next 10 minutes.
6Transformation. The drinker's body is transformed as if by the Alter Self spell. The drinker determines the transformation cause by the spell, the effects of which last for 10 minutes.

Actions

  • Multi-Attack. Quincy makes two attacks with his Repeating Crossbow.
  • Repeating Crossbow. Ranged Weapon Attack: +6 to hit, range 30/120ft., one target. Hit: 6 (1d6+3) Piercing Damage.
  • Bomb (Recharge 5-6). Quincy launches a small bomb to a point within 30 feet of himself. Each creature within a 10ft radius of the bomb must make a DC 15 Dex Saving Throw, taking 14 (4d6) Fire Damage on a failed save, or half as much on a successful one.


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