DND Sheet Steph

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Artificer Level 5 Player Name

Lyranos Astucius
Rock Gnome Artisan n/a

+0 ●

+1 16 38
10

5d8
+1 Gnome Cunning

12
Armor : Light, medium and heavy armor,
Shield

+2 +3 Weapons : Simple weapons, Pistol

Tools : Thieve’s tool, Tinker’s tools,


14 Leatherworker’s tools, Smith’s tool,
Jewelwer’s tools

● Languages : Common, Gnomish, Fiendish


+4 25 feet
18

Standard Actions: Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, Use
+1 ● an Object

12 Bonus Actions: Expeditious retreat

Special Actions: Doff or Don Arcane Armor

+1 Reactions: Feather fall, Avoid being knocked prone (Armor effect)

11

Pistol +4 1d10+1 (pierc) Ammunition, Loading


Dagger +4 1d4+1 (pierc) Finess, light, thrown
Lightning Launcher +7 1d6+4 (ligtning)
Gnome Racial Traits: Artificer (Armorer) Class Features:

Darkvision. 60 feet Arcane Armor: Your armor magically attaches to you and can't be removed against your will. It
also expands to cover your entire body, although you can retract or deploy the helmet as a
Gnome Cunning. You have advantage on all bonus action. The armor replaces any missing limbs, functioning identically to a limb it
Intelligence, Wisdom, and Charisma saves replaces. You can doff or don the armor as an action. It also has the following powers:
against magic.
Lightning Launcher. A gemlike node appears on one of your wristbands. It counts as a simple
Artificer's Lore. Whenever you make an ranged weapon, with a normal range of 90 feet and a long range of 300 feet. and it deals 1d6
Intelligence (History) check related to magical, lightning damage on a hit. You may use your intelligence modifier for attack and damage.
alchemical, or technological items, you can add
twice your proficiency bonus. Powered Steps. Your walking speed increases by 5 feet.

Tinker. You have proficiency with artisan tools Dampening Field. You have advantage on Dexterity (Stealth) checks.
(tinker's tools). Using those tools, you can
spend 1 hour and 10 gp worth of materials to Extra Attack: You can attack twice, rather than once, whenever you take the Attack action on
construct a tiny clockwork toy (AC 5, 1 hp). This your turn.
toy is a clockwork animal, monster, or person,
such as a frog, mouse, bird, dragon, or soldier. Armor of Magical Strength: This armor has 6 charges. The wearer can expend the armor's
When placed on the ground, the toy moves 5 charges in the following ways: 1) When the wearer makes a Strength check or a Strength
feet across the ground on each of your turns in saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence
a random direction. It makes noises as modifier. 2) If the creature would be knocked prone, it can use its reaction to expend 1 charge
appropriate to the creature it represents. to avoid being knocked prone. The armor regains ld6 expended charges daily at dawn.

Armor of improved Defense: Your armor’s defense is increased by one.

DASIE: Defensive Armor of Strength and Infiltration Enhancement (counts as +1 Breastplate),


dungeoneer’s pack, Arcane multi-tool (counts as every tool)

To do list : Choose 2
skills, PIBF, draw 3 magic
items, spend 60 gp.
Int 15 +7

Spells known

0 - Message The caster whispers a message to a creature within 120 ft who will
(transmutation, 1 action) be the only one to hear it. It can reply the same way.

0 - Resistance The target can add 1d4 to one saving throw of its choice.
(abjuration, 1 action, conc.)

1 - Cure Wounds 1 creature regains 1d8+Ability.Mod (+1d8 hp/lvl).


(evocation, 1 action)

1 - Expeditious Retreat The caster can take the Dash action by using a bonus action.
(transmutation, 1 bonus action, conc.)

1 - Feather Fall Up to 5 creatures fall at 60 feet per round and take no falling
(transmutation, 1 reaction) damage before the spell ends.

1 - Jump The target gets a jump distance multiplicated by 3.


(transmutation, 1 action)

1 - Magic Missile 3 missiles deal automatically 1d4+1 force damage each to one or
(evocation, 1 action) several creatures (+1 missile/lvl).

1 - Thunderwave Creatures in a 15-ft cube must succeed on a Con. save or take 2d8
(evocation, 1 action) thunder damage (damage/lvl).

2 - Invisibility The target becomes invisible for 1 hour or until she attacks or casts a
(illusion, 1 action, conc.) spell (+1 creature/lvl).

2 - Levitate 1 creature or object that weighs up to 500 pounds rises vertically up


(transmutation, 1 action, conc.) to 20 ft then remains suspended.

2 - Mirror Image Create 3 illusory duplicates of the caster, each of them having a CA
(illusion, 1 action) equal to 10 + Dex.Mod and being destroyed
MAGICifPOINTS
they are hit. 8

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