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Artificer 3 JavierAlfredoArancibiaBernal

CLASS & LEVEL PLAYER NAME


Yitan
Half-Orc Soldier (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

+3 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +1 Dexterity
• +3 Constitution +1 15 21 --
+3 • +4 Intelligence
CLASS
+0 Wisdom INITIATIVE HIT POINTS
16
-1 Charisma
Total 3d8 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES

+1 DEFENSES HIT DICE DEATH SAVES

13 SAVING THROWS INSPIRATION


=== ARMOR ===
Heavy Armor, Light Armor, Medium Armor,
CONSTITUTION +1 Acrobatics DEX Shields
+2 PROFICIENCY BONUS
+1 P
+0

+4
Animal Handling WIS
Arcana INT
=== WEAPONS ===
Firearms, Simple Weapons

13 P +5 Athletics STR === TOOLS ===


ABILITY SAVE DC Jeweler's Tools, Playing Card Set, Smith's
-1 Deception CHA
Tools, Thieves' Tools, Tinker's Tools,
+2 History INT Vehicles (Land)
INTELLIGENCE
+0 Insight WIS
30 ft. (Walking) === LANGUAGES ===
+2 P +1 Intimidation CHA
Common, Orc
+2 Investigation INT
15 +0 Medicine WIS SPEED

+2 Nature INT PROFICIENCIES & LANGUAGES

WISDOM +0 Perception WIS


-1 Performance CHA === ACTIONS === Guardian Armor: Defensive Field • 2 / Long Rest
+0 -1 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
As a bonus action, you can gain 3 temporary hit
points, replacing any temporary hit points you already
Help, Hide, Ready, Search, Use an Object, have.
+2 Religion INT
10 Opportunity Attack, Grapple, Shove, Improvise,
P +3 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object
=== SPECIAL ===
+1 Stealth DEX Magical Tinkering • 2 / Other Infuse Item • 2 / Other
CHARISMA Imbue a Tiny nonmagical object with a magical Whenever you finish a long rest, you can touch up
+0 Survival WIS
property of your choice: 5ft. radius light, up to 6 to 2 nonmagical objects, imbuing each of them with
one of your artificer infusions, turning it into a magic
-1 second long recorded message, emits odor or
nonverbal sound, static visual effect including up to 25
words of text. You can affect a maximum of 2 objects
item. You can attune yourself to the item the instant
you infuse it, or you can forgo attunement so that
at a time. someone else can attune to the item.
8
=== BONUS ACTIONS === Your infusion remains in an item indefinitely, but when
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

10 PASSIVE WISDOM (PERCEPTION)


Crossbow, light +3 1d8+1 Piercing Simple, Ammunition, Loading, Range, Two-Handed, Range (80/320)

Crossbow, light +3 1d8+1 Piercing Simple, Ammunition, Loading, Range, Two-Handed, Range (80/320)

10 PASSIVE WISDOM (INSIGHT)

Dagger +5 1d4+3 Piercing Simple, Finesse, Light, Thrown, Range (20/60)

12 PASSIVE INTELLIGENCE (INVESTIGATION)


Handaxe +5 1d6+3 Slashing Simple, Light, Thrown, Range (20/60)

Darkvision 60 ft. Unarmed Strike +5 4 Bludgeoning

Guardian Armor: Thunder Gauntlets +4 1d8+2 Thunder

SENSES WEAPON ATTACKS & CANTRIPS

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Artificer 3 JavierAlfredoArancibiaBernal
CLASS & LEVEL PLAYER NAME
Yitan
Half-Orc Soldier (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== ARTIFICER FEATURES === rapidly create magic items. Each infusion tells you the
type of item that can receive it and if the resulting * Armor Model • TCoE 16
* Hit Points • TCoE 10 magic item requires attunement. You can customize your Arcane Armor. When you do
Some infusions specify a minimum artificer level, and so, choose one of the following armor models:
* Proficiencies • TCoE 10 unless an infusion’s description says otherwise, you Guardian or Infiltrator.
can’t learn it more than once.
* Magical Tinkering • TCoE 11 | Guardian • TCoE
Imbue a Tiny nonmagical object with a magical * Artificer Specialist • TCoE 13 You design your armor to be in the front line of conflict.
property of your choice: 5ft. radius light, up to 6 second The type of specialist are:
long recorded message, emits odor or nonverbal | Guardian Armor: Thunder Gauntlets: 1 Action
sound, static visual effect including up to 25 words of | Armorer
text. You can affect a maximum of 2 objects at a time. | Guardian Armor: Defensive Field: 2 / Long Rest •
* The Right Tool for the Job • TCoE 13 1 Bonus Action
| 2 / Other • 1 Action With thieves’ tools or artisan’s tools in hand, you can
magically create one set of artisan’s tools in an | Guardian Armor: Thunder Gauntlets (STR): 1
* Spellcasting • TCoE 11 unoccupied space within 5 feet of you. This creation Action
You can cast prepared artificer spells using INT as requires 1 hour of uninterrupted work, which can
your spellcasting modifier (Spell DC 12, Spell Attack coincide with a short or long rest. Though the product
+4) and prepared artificer spells as rituals if they have of magic, the tools are nonmagical, and they vanish === HALF-ORC RACIAL TRAITS ===
the ritual tag. You must have a spellcasting focus — when you use this feature again.
specifically thieves’ tools or some kind of artisan’s tool * Darkvision • BR 41
— in hand when you cast any spell with this feature. | 1 Hour You can see in darkness (shades of gray) up to 60 ft.

* Infuse Item • TCoE 12 * Tools of the Trade • TCoE 15 * Menacing • BR 41


Whenever you finish a long rest, you can touch up to 2 You gain proficiency with heavy armor. You also gain You gain proficiency in the Intimidation skill.
nonmagical objects, imbuing each of them with one of proficiency with smith's tools. If you already have this
your artificer infusions, turning it into a magic item. You tool proficiency, you gain proficiency with one other * Relentless Endurance • BR 41
can attune yourself to the item the instant you infuse it, type of artisan’s tools of your choice. When you are reduced to 0 HP but not killed, you can
or you can forgo attunement so that someone else can drop to 1 HP instead once per long rest.
attune to the item. * Armorer Spells • TCoE 15
You always have certain spells prepared after you | 1 / Long Rest • Special
Your infusion remains in an item indefinitely, but when reach particular levels in this class, as shown in the
you die, the infusion vanishes after 2 days. The Armorer Spells table. * Savage Attacks • BR 41
infusion also vanishes if you give up your knowledge of When you score a critical hit, roll one of the weapon’s
the infusion or you exceed your maximum number of * Arcane Armor • TCoE 15 dice one additional time and add it to the extra
infusions. Your metallurgical pursuits have led to you making damage.
armor a conduit for your magic. As an action, you can
| 2 / Other • Special turn a suit of armor you are wearing into Arcane
Armor, provided you have smith’s tools in hand.
* Artificer Infusions • TCoE 12
You have invented numerous magical infusions that | Arcane Armor - Create Armor: 1 Action

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Bag of Holding 1 15 lb. Piton 10 2.5 lb.

Boots of Elvenkind 1 -- Rations (1 day) 10 20 lb.

SP 0 Scale Mail 1 45 lb. Rope, Hempen (50 feet) 1 10 lb.

Dagger 1 1 lb. Tinderbox 1 1 lb.


EP 0 Handaxe 1 2 lb. Torch 10 10 lb.

Crossbow, light 1 5 lb. Waterskin 1 5 lb.


GP 70 Crossbow, light 1 5 lb.

Crossbow Bolts 20 1.5 lb.


PP 0 Backpack 1 5 lb.

Clothes, Common 1 3 lb.


WEIGHT CARRIED

141.4 lb. Playing Card Set 1 --

ENCUMBERED Thieves' Tools 1 1 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

240 lb. Amber 1 --

PUSH/DRAG/LIFT Crowbar 1 5 lb.

480 lb. Hammer 1 3 lb.

EQUIPMENT

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Medium
GENDER AGE SIZE HEIGHT WEIGHT
Yitan
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

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INT 12 +4
Artificer
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
=== CANTRIPS === (At Will)

O Mage Hand Artificer -- 1A 30 ft. V,S 1 minute PHB 256 D: 1m, V/S

O Mending Artificer -- 1m Touch V,S,M Instantaneous PHB 259 V/S/M

=== 1st LEVEL === 3 Slots OOO

O Detect Magic [R]<C> Artificer -- 1A Self/30 ft. Sphere V,S Concentration, up to 10 minutes PHB 231 D: 10m, 30 ft. Sphere, V/S

O Cure Wounds Artificer -- 1A Touch V,S Instantaneous PHB 230 V/S

O Feather Fall Artificer -- 1R 60 ft. V,M 1 minute PHB 239 D: 1m, V/M

P Magic Missile Artificer (Always Prepared) -- 1A 120 ft. V,S Instantaneous PHB 257 V/S

P Thunderwave Artificer (Always Prepared) CON 12 1A Self/15 ft. Cube V,S Instantaneous PHB 282 15 ft. Cube, V/S

O Alarm [R] Artificer -- 11m 30 ft. V,S,M 8 hours PHB 211 D: 8h, V/S/M

O Disguise Self Artificer -- 1A Self V,S 1 hour PHB 233 D: 1h, V/S

O Expeditious Retreat <C> Artificer -- 1BA Self V,S Concentration, up to 10 minutes PHB 238 D: 10m, V/S

O Faerie Fire <C> Artificer DEX 12 1A 60 ft./20 ft. Cube V Concentration, up to 1 minute PHB 239 D: 1m, 20 ft. Cube, V

O False Life Artificer -- 1A Self V,S,M 1 hour PHB 239 D: 1h, V/S/M

O Grease Artificer DEX 12 1A 60 ft./10 ft. Square V,S,M 1 minute PHB 246 D: 1m, 10 ft. Square, V/S/M

O Identify [R] Artificer -- 11m Touch V,S,M Instantaneous PHB 252 V/S/M

O Jump Artificer -- 1A Touch V,S,M 1 minute PHB 254 D: 1m, V/S/M

O Longstrider Artificer -- 1A Touch V,S,M 1 hour PHB 256 D: 1h, V/S/M

O Purify Food and Drink [R] Artificer -- 1A + 10m 10 ft./5 ft. Sphere V,S Instantaneous PHB 270 5 ft. Sphere, V/S

O Sanctuary Artificer WIS 12 1BA 30 ft. V,S,M 1 minute PHB 272 D: 1m, V/S/M

O Absorb Elements Artificer -- 1R Self S 1 round EE 150 D: 1Rnd, S

O Catapult Artificer DEX 12 1A 60 ft. S Instantaneous EE 150 S

O Snare Artificer DEX 12 1m Touch S,M 8 hours XGtE 165 D: 8h, S/M

O Tasha's Caustic Brew <C> Artificer DEX 12 1A Self/30 ft. Line V,S,M Concentration, up to 1 minute TCoE 115 D: 1m, 30 ft. Line, V/S/M

SPELLS

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