Jordas Silverhill: V. Human Lawfull Neutral

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Artificer: Battle Smith Noble (Knight) Vydsu

CLASS & LEVEL BACKGROUND PLAYER NAME


Jordas Silverhill
V. Human Lawfull Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH Jordas is a calm and quiet man, that likes
19 30 30 to think before moving.

8 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
While he seems a bit cold he cares
greatly about his allies and is always
ready to jump into danger to protect them.
-1 PERSONALITY TRAITS

Hit Point Maximum 35


0
Strength A promise must be kept at all costs. One
DEXTERITY

14 ●


2

+5
Dexterity
Constitution
35 never betrays or abandons ones allies.
Tradition and order is what keeps peace.
CURRENT HIT POINTS IDEALS
● +6
Intelligence
+2 0
Wisdom
0
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

16
Acrobatics (Dex) Total 4d8 SUCCESSES

Animal Handling (Wis) 4d8 FAILURES



6
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
1
Athletics (Str)

18 ●

6
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE Magical Tinkering
At 1st level, you've learned how to invest a spark of magic into mundane objects. To use

Flail Strike +7 1d8+7 blud this ability, you must have thieves' tools or artisan's tools in hand.

+4 Insight (Wis) Ritual Casting


You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the
spell prepared.
Intimidation (Cha) Thr. Spear +6 1d6+6 pierc Infuse Item

WISDOM ●
6
Investigation (Int) At 2nd level, you've gained the ability to imbue mundane items with certain magical

Firebolt +6 1d10 fire infusions, turning those objects into magic items.Your infusion remains in an item
indefinitely, but when you die, the infusion vanishes after a number of days equal to your
Medicine (Wis)
10
Intelligence modifier (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 in the Infused Items column of the

6
Nature (Int) Artificer table. 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,

0 Perception (Wis) 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.

Performance (Cha)
Infused Items:
Enhanced Defense on Armor
Enhanced Weapon on Flail

CHARISMA Persuasion (Cha) The Right Tool for the Job


At 3rd level, you've learned how to produce exactly the tool you need: with thieves' tools or

Religion (Int)
artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied

8
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,

Sleight of Hand (Dex)


and they vanish when you use this feature again.

Battle Ready

Stealth (Dex)
When you reach 3rd level, your combat training and your experiments with magic have paid
off in two ways:
-1 You gain proficiency with martial weapons.

Survival (Wis)
When you attack with a magic weapon, you can use your Intelligence modifier, instead of
Strength or Dexterity modifier, for the attack and damage rolls.

Steel Defender
SKILLS ATTACKS & SPELLCASTING By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It's
friendly to you and your companions, and it obeys your commands. See its game statistics
in the Steel Defender stat block, which uses your proficiency bonus (PB) in several places.
You determine the creature's appearance and whether it has two legs or four; your choice
has no effect on its game statistics.

10 PASSIVE WISDOM (PERCEPTION)


2 spear In combat, the defender shares your initiative count, but it takes its turn immediately after
yours. It can move and use its reaction on its own, but the only action it takes on its turn is
CP the Dodge action, unless you take a bonus action on your turn to command it to take

Enchanced Scale another action. That action can be one in its stat block or some other action. If you are
incapacitated, the defender can take any action of its choice, not just Dodge.

Mail If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour,
you can use your smith's tools as an action to revive it, provided you are within 5 feet of it
Armor: Light armor, medium SP and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1

Shield minute with all its hit points restored.

armor, shields At the end of a long rest, you can create a new steel defender if you have smith's tools with

EP Enchanced Flail you. If you already have a defender from this feature, the first one immediately perishes.
The defender also perishes if you die.
Weapons: Simple and martial
Dungeoneers pack Fighting Initiate
Your martial training has helped you develop a particular style of fighting. As a result, you
weapons learn one Fighting Style (dueling) option of your choice from the fighter class. If you already
have a style, the one you choose must be different.

Tools: Thieves tools, tinkers GP 10 Feature: Retainers


You have the service of three retainers loyal to your family. These retainers can be
attendants or messengers, and one might be a majordomo. One of your retainers is a noble
tools, Smith Tools, Alchemists who serves as your squire, aiding you in exchange for training on his or her own path to
knighthood (This person could be your bond.). Your two remaining retainers might include a
PP groom to care for your horse and a servant who polishes your armor (and even helps you
Supplies put it on). Your retainers can perform mundane tasks for you, but they do not fight for you,
will not follow you into obviously dangerous areas (such as dungeons), and will leave if they
are frequently endangered or abused.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
25 1,76 m 75 Kg
AGE HEIGHT WEIGHT
Jordas Silverhill
Blue Dark Black
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Artificer INT 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Mending
Fire Bolt

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 3 3 7
EPAR
SPELL NAME
ED
PR

Absorb Elements

Cure Wounds
4
Catapult

Shield
SPELLS KNOWN

Heroism

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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