Remove these ads. Join the Worldbuilders Guild

Irene Esclarmonde

2 Level (0/900 XP for level-up) Faction Agent Background Eladrin Race / Species / Heritage NG Alignment
Inventor (Potionsmith)
Level 2
Hit Dice: 2/2
1d8+2 Class 1

STR
8
-1
DEX
14
+2
CON
15
+2
INT
17
+3
WIS
12
+1
CHA
10
+0
15
Hit Points
+2
Initiative (DEX)
12
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+2 Dexterity
+4 Constitution
+5 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+2 Acrobatics DEX
+1 Animal Handling WIS
+5 Arcana INT
-1 Athletics STR
+0 Deception CHA
+5 History INT
+3 Insight WIS
+0 Intimidation CHA
+3 Investigation INT
skills
+3 Medicine WIS
+5 Nature INT
+3 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+3 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
Eladrin
+2 Wis, +1 Con.


Inventor
Magic Item Analysis
Your understanding of magic items allows you to analyze and understand their secrets. You know the Inventor spells detect magic and identify, and you can cast them as rituals without material components.

Potionsmith's Proficiency
When you choose this specialization at 1st level, you gain proficiency with Blowguns, Alchemist’s supplies and Herbalism kit.

Your knowledge of alchemy gives you a natural affinity for brewing potions. Creating a potion through normal crafting takes you only half the time and cost it would normally take.

Alchemical Reagents Pouch
You've acquired a pouch of useful basic reagents, much as a wizard might carry a component pouch. You've tucked away things that will come in handy, and can retrieve them as part of using an ability that might require them. As long as you have this pouch on, you use the potionsmith's features. This pouch is considered as alchemy supplies for the purposes of crafting.

If you lose your reagent pouch, you can spend 50 gold pieces to reacquire the various stocks you need, or spend 1 full day gathering them from a natural environment without expense.

Tool Expertise:
Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.

Instant Reactions
Healing Draught:
As a bonus action, you can produce a combination that will provide potent magical healing. After creating the draught, you or another creature can use their action to consume it or administer it to a creature within 5 feet before the start of your next turn. The draught restores 1d8 hit points. If you have the Practiced Quaff feature, you can consume a healing draught as part of the bonus action used to make it.

A creature can benefit from a number of these healing draughts equal to their Constitution modifier (minimum 1), after which they provide no additional benefit until they complete a long rest. A Healing Draught that is not consumed by the start of your next turn loses its potency.

The healing increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Poisonous Gas

As an action you can produce a reaction causing noxious fumes. At a point within 20 feet, you can toss a quick combination of reagents that will cause a whiff of poisonous gas to erupt spreading to a radius of 10 feet. Creatures in that area have to make a Constitution saving throw against your Spell Save DC, or take 1d4 poison damage and become poisoned until the end of their next turn.

The damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Fortifying Fumes

You formulate a new instant reaction, a powerful fortifying stimulus. Targeting a point within 20 feet, as an action, you cause fumes to erupt. Creatures within 10 feet of the target point can choose to hold their breath and not inhale, but creatures that inhale the fumes gain 1d4 temporary hit points, deal 1d4 additional damage on their next melee weapon attack, and have advantage on their next Constitution saving throw. Any remaining benefits fade at the end of your next turn.

Both the temporary hit points and damage bonus increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).



Features & Traits
Mundane
Common Clothes
Scale mail
Light Crossbow
Thieves' Tools
Dungeoneer's Pack


50GP

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Armor: Light & Medium armor.
Languages: Common, Elven, Sylvan, Undercommon.
Skills: Arcana(c), Insight(bg), History (c), Martial(o), Medicine(bg), Perception(r), Nature(c).
Tools: Alchemist's Supplies, Glassblower's Tools, Thieves' Tools, Herbalism Kit.
Weapons: Blowguns, Hand Crossbows, Heavy Crossbows, Simple Weapons.
Vehicles: WHO??

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Apherium32.

Statblock Type

Character Sheet (latest)

Link/Embed