Ander
Ander
Sheet
AC 15 · HP 42 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
18 featuresAlways on
- Tool-Focused Spellcasting
When When Ander casts an artificer spell
Ander can cast an artificer cantrip or spell using his tools as a spellcasting focus.
- Magical TinkeringLevel 1
When When handling a Tiny nonmagical object
Ander can create a minor magical effect in a nonmagical object, such as light, a recorded message, an odor, or a visual mark.
- Experimental ElixirLevel 3
When When Ander or an ally consumes an experimental elixir
Ander can activate a prepared experimental elixir or hand it to an ally.
- SpellcastingLevel 1
You can use thieves' tools or an artisan's tool as a spellcasting focus. You prepare six artificer spells from the artificer spell list and know two artificer cantrips.
- Infuse ItemLevel 2
You learn four artificer infusions and can maintain two infused objects at one time. Infusions include Enhanced Arcane Focus, Enhanced Defense, Enhanced Homunculus, and Repeating Shot.
- The Right Tool for the JobLevel 3
You can create a set of artisan's tools during a long rest, choosing the type of tools you create.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement. Ander increases his Intelligence by 2, represented by focused study and improved technical reasoning.
- Alchemist's ProficiencyLevel 3
You can use alchemist's supplies as a spellcasting focus. When casting an artificer spell through them, you can add your Intelligence modifier to one damage roll or one healing roll of the spell.
- Experimental Elixir EffectsLevel 3
You can use alchemist's supplies to create a magical elixir during a long rest. The elixir's effect lasts until it is consumed or until the next long rest.
- Alchemical SavantLevel 5
When you cast an artificer spell using alchemist's supplies as the spellcasting focus, you can add your Intelligence modifier to one damage roll or healing roll. At 5th level, this applies whenever the spell restores hit points or deals acid, fire, necrotic, or poison damage.
- Ability Score IncreaseHalflingDexterity increases by 2 and Charisma increases by 1 as a Lightfoot Halfling.
- LuckyHalflingWhen you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new result.
- BraveHalflingYou have advantage on saving throws against being frightened.
- Halfling NimblenessHalflingYou can move through the space of any creature that is at least one size larger than you.
- Naturally StealthyHalflingYou can attempt to hide even when obscured only by a creature at least one size larger than you.
- SmallHalflingYour size is Small.
- Halfling speedHalflingYour walking speed is 25 feet.
- ResearcherSage
Ander can usually locate libraries, scholars, sages, and forgotten repositories of knowledge, and can obtain information from them. He also knows where to seek answers to obscure questions.
Spells
8 spellsSpellcasting. Ander casts with Intelligence (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , ,
1st level (4 slots): , ,
2nd level (2 slots): ,
Gear
15 itemsWeapons
- Light crossbowA light crossbow with ammunition for ordinary ranged attacks.
- QuarterstaffA simple melee weapon used as a practical walking stick and emergency tool.
- Small knifeA small knife used for cutting parchment, herbs, and food.
Armor
- Studded leather armorProtective studded leather armor tailored for a short, broad-shouldered halfling.
Tools
- Thieves' toolsThieves' tools used for locks, traps, and delicate mechanisms.
- Alchemist's suppliesTools used to brew and refine Ander’s experimental mixtures.
- Tinker's toolsTools used to repair, modify, and construct small mechanical devices.
Gear
- 20×Crossbow boltsBolts compatible with the light crossbow.
- Dungeoneer's packA pack containing standard adventuring supplies, including cookware, rope, torches, bedroll, rations, and other essentials.
- Scholar's packA scholar's pack containing books, parchment, ink, quills, and a small reference collection.
- Common clothesPlain but well-maintained clothing suitable for travel and academic work.
- InkUsed for annotating formulas, maps, and copied texts.
- QuillA writing instrument kept tucked behind his right ear.
- Letter from a dead colleagueA letter from his missing mentor, requesting that Ander continue the mentor's research.
Purse
- 10×Gold piecesLoose starting currency from his scholarly work and caravan savings.
Appearance
Ander is a compact Lightfoot Halfling with warm brown skin, thick dark curls, and alert hazel eyes. His practical clothes are carefully repaired, with a blue-gray waistcoat covered in tiny stitched pockets and an over-cared-for leather satchel full of tools, notes, and glass vials. He smells faintly of rosemary, lamp oil, and hot metal. His gloves are mismatched, but his brass spectacles are polished every morning.
Mannerisms
Before speaking, Ander takes a small breath through his nose and taps two fingers against the brass rim of his spectacles. He often pauses mid-sentence to choose the most precise word, then continues as if the pause were part of the explanation. When nervous, he silently checks that each vial in his satchel is still corked.
Personality
Ander is patient, observant, and unfailingly willing to explain how something works. He prefers useful kindness to grand gestures, and he becomes visibly delighted when someone asks a thoughtful question. Around unfamiliar magic, his caution competes constantly with his curiosity.
Ideals
Knowledge should reduce suffering. Discoveries belong in the hands of people willing to use them responsibly, not those who merely possess the coin to buy them.
Bonds
He carries his mentor's unfinished journal and will risk much to discover what happened to its author. He is also devoted to the traveling halfling caravan that raised him.
Flaws
He treats every problem as a puzzle that can be solved with one more experiment, even when patience, tact, or retreat would be wiser. He is reluctant to discard failed inventions and has a tendency to defend dubious theories simply because he wrote them down first.
Quirks
Background
Ander grew up in a Lightfoot Halfling caravan that traveled between river towns, repairing clocks, brewing medicinal tonics, and selling small inventions that were more useful than impressive. He learned early that a well-balanced gear could keep a mill running, while a kind word could keep its owner from throwing the gear into the river. His curiosity eventually outgrew the caravan's collection of manuals, so he apprenticed himself to an elderly human scholar who maintained a private archive of alchemical and arcane texts. When his mentor disappeared while investigating a sealed ruin, Ander inherited a battered satchel, a half-finished research journal, and a letter asking him to continue the work. He now travels as a sage and artificer, combining careful scholarship with practical experimentation. His alchemical mixtures are reliable enough to help wounded companions, though they occasionally hiss, sparkle, or smell like pickled onions. Ander hopes to find his mentor, complete the interrupted research, and ensure that dangerous discoveries are placed in compassionate hands rather than sold to the highest bidder.
“He learned early that a well-balanced gear could keep a mill running, while a kind word could keep its owner from throwing the gear into the river.”
- Background
- Sage
Connections
Species
Halfling
Media
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