Sloth's Page


Backstory here.


Description here.

<Insert picture, if desired>


Medium humanoid (changeling), neutral
Armor Class 15 Scale Mail
Hit Points 24 (3d8 + 6)
Speed 30 ft.
10 (+0) 12 (+1) 14 (+2) 16 (+3) 13 (+1) 10 (+0)

Saving Throws CON +4, INT +5
Skills Deception +2, Insight +3, Intimidation +2, Investigation +5, Perception +3, Persuasion +2
Senses Passive Perception 13, Passive Investigation 15, Passive Insight 13
Languages Almebezbik, Abyssal, Deep Speech, Gnomish

Magical Tinkering. Sloth may imbue a Tiny nonmagical object with a magical property of his choice: 5ft. radius light, up to 6 second long recorded message, emits odor or nonverbal sound, static visual effect including up to 25 words of text. He can affect a maximum of 3 objects at a time.

Artificer Infusions Sloth has invented numerous magical infusions that rapidly create magic items. Each infusion tells him the type of item that can receive it and if the resulting magic item requires attunement. Some infusions specify a minimum artificer level, and unless an infusion’s description says otherwise, you can’t learn it more than once.

Eldritch Cannon. Using woodcarver’s tools or smith’s tools, Sloth 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 him. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand. Once he creates a cannon, he can’t do so again until he finishes a long rest or until he expends a spell slot of 1st level or higher. He can have only one cannon at a time and can’t create one while his cannon is present.

The Right Tool for the Job. With tinker’s tools in hand, Sloth can magically create one set of artisan’s tools in an unoccupied space within 5 feet of him. 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 he uses this feature again.

Guild Membership. As an established and respected member of a guild, Sloth can rely on certain benefits that membership provides. His fellow guild members will provide him with lodging and food if necessary, and pay for his funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of his profession, which can be a good place to meet potential patrons, allies, or hirelings. Guilds often wield tremendous political power. If he is accused of a crime, his guild will support him if a good case can be made for his innocence or the crime is justifiable. He can also gain access to powerful political figures through the guild if he is a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers. He must pay dues of 5 gp per month to the guild. If he misses payments, he must make up back dues to remain in the guild’s good graces.

Spellcasting Character is a 3rd-level spellcaster. Their spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). He has the following artificer spells prepared:

Cantrips (at will): mage hand, thorn whip

1st level (3 slots): catapult, grease, shield, snare, thunder wave


Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands.

Boomerang. Ranged Weapon Attack: +3 to hit, range 60/120 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Shapechanger. As an action, Sloth can change his appearance and his voice. He determines the specifics of the changes, including his coloration, hair length, sex, height and weight. He can make himself appear as a member of another race, though none of his game statistics change. He can’t duplicate the appearance of a creature he's never seen, and he must adopt a form that has the same basic arrangement of limbs that he has. His clothing and equipment aren’t changed by this trait.