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4/17/24, 6:13 AM Fast Character | D&D Character Maker | Dragonborn (Black Dragon Ancestry) Artificer 4 (Alchemist)

Count Sentina Novus


Artificer 4 (Alchemist) 2,916 GM NPC
CLASS & LEVEL EXPERIENCE POINTS PLAYER NAME
Dragonborn (Black Dragon Ancestry) Criminal New Miracle
RACE/ANCESTRY/HERITAGE BACKGROUND CAMPAIGN or PLAYER ID

SPEED FEATURES, TRAITS & MORE


STR
+0 +2 PROFICIENCY
BONUS
ARMOR
CLASS Alignment: Lawful Evil. I take what I want up
(AC) INITIATIVE to the maximum allowed by law or
11
SAVING THROWS
15 +6 30 ft. loyalty, promoting order and control over
others.
Armor Worn: Kevlar-lined coat
+0 Strength Saves Criminal Background [PHB p. 129]
DEX +1 Dexterity Saves • Feature: Criminal Contact.
HIT POINTS HIT DICE
+1 +4 Constitution Saves *
+4 Intelligence Saves *
31 4d8
• Tech: Modern / Digital Age.
• Traits: Just got out of prison. Secretive
13 +0 Wisdom Saves manner.
• Ideal: Those not native to the homeland
-1 Charisma Saves DEATH SAVES: Success O O O Fail O O O will be purged.
* Prof. bonus added
• Bond: Uses dangerous drugs.
CON SKILLS WEAPON & UNARMED ATTACKS
• Flaw: Can't resist a pretty face.

+2 +1 Acrobatics (Dex) Basic Attack. One target per Attack action. Dragonborn Traits
(Black Dragon Ancestry) [PHB p. 32]
15 +0 Animal Handling (Wis)
• Creature Type:
+4 Arcana (Int) * Bo Staff. Melee Weapon Attack: +2 to hit,
reach 5 ft. Hit: 1d6+0 bludgeoning • Age: 27 years old
+0 Athletics (Str)
damage. (If used two-handed in melee, • Medium Size (6' 3", 220 lbs.)
+1 Deception (Cha) *
INT does 1d8+0 damage.) • Drac. Breath Weapon (acid)
+2 History (Int)
+2 +0 Insight (Wis)
Shotgun. Ranged Weapon Attack: +3 to hit. Hit:
• Drac. Resistance (half damage vs. acid)

Artificer Class Features [TCoE p. 9]


15 -1 Intimidation (Cha) 2d8+1 piercing damage. (Normal range to 30
• Magical Tinkering (2 tiny objects)
+2 Investigation (Int) ft.; disadvantage long range 31 to 90 ft.) Must
+2 Medicine (Wis) * be used two-handed. Reloading after 2 shots • Ritual Casting
limits to only one attack per round regardless • Infuse Item (2 items with Enhanced Arcane
+2 Nature (Int) of extra attacks.
WIS Focus, Enhanced Defense, Enhanced
+0 Perception (Wis) Weapon or Replicate Magic Item -
+0 -1 Performance (Cha) MAGIC, FEATS & SPECIAL ATTACKS Alchemy Jug; specific bonuses not added
to numbers on this sheet)
11 -1 Persuasion (Cha)
Alert Feat [PHB p. 165]: Initivative boosted,
• Right Tool for the Job ("jury-rig"/conjure
+2 Religion (Int) cannot be surprised, hidden attackers don't
+1 Sleight of Hand (Dex) get adv. against you. any artisan's tools)
• Experimental Elixir (1 flask, drinking causes
+3 Stealth (Dex) * random effects)
CHA Fire Bolt Cantrip. Ranged Spell Attack: +4 to hit,
+0 Survival (Wis) targets one creature or object within 120 ft.
-1 range. Hit: 1d10 fire damage and unattended
flammable objects catch on fire.
Spellcasting [PHB p. 201]
9 * Prof. bonus added
Spell Attack Modifier +4
10 PASSIVE WISDOM
(PERCEPTION)
Draconic Breath Weapon: Once between short
or long rests, breathe out 5 ft. by 30 ft. line of Spell Save DC 12
acid causing 2d6 acid damage (DC 12 Dex
save for half damage) to all caught in area.
PROFICIENCIES & LANGUAGES Cantrips Known: Fire Bolt, Mending
Armor: light armor, medium armor, shields EQUIPMENT & TREASURE
Prepared Spells
Weapons: simple weapons, firearms (Artificer Carried Gear [PHB, p. 143]: Kevlar-lined coat, 1st Level (3 slots): Healing Word*, Ray Of
class) , modern weapons (firearms) shield (AC +2), two (2) daggers, quarterstaff, light Sickness*, Detect Magic, Cure Wounds,
Tools: alchemist's supplies, brewer's supplies, crossbow and 20 bolts, revolver and 18 bullets, Identify, Faerie Fire
gaming set (dice set), thieves' tools, shotgun and 10 rounds, automatic pistol and 30
tinker's tools, weaver's tools rounds, automatic rifle and 30 rounds, hunting
rifle and 20 rounds, alchemist's supplies
Saving Throws: Constitution, Intelligence (measuring balance, flasks, funnels, various
Skills: Arcana, Deception, Medicine, Stealth substances, etc.), brewer's supplies (boiling pot,
tubes, syphon, tank, etc.), tinker's tools (odd
Languages: Common, Draconic
toolbox of wires, gears, etc.), belt pouch,
crowbar, set of dark common clothes with a
hood. (This load is about 105 lbs.; add 1 lb. per
50 coins carried.)

Coins & Gems: 8 gold pieces (gp); 22 silver


pieces (sp); 75 copper pieces (cp); 3 gems (worth
10 gp each)

ENCUMBRANCE (speed -5 ft.); 330 lbs. max. lift.


Lifting & Carrying: 165 lbs. max. carrying
capacity; 330 lbs. pushing or dragging

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4/17/24, 6:13 AM Fast Character | D&D Character Maker | Dragonborn (Black Dragon Ancestry) Artificer 4 (Alchemist)

PLAYING THE GAME ACTIONS (1 per turn) MOVEMENTS (limited by Speed)


• The Dungeon Master (DM) describes a • Attack: Roll to hit, melee or ranged. Some • Move: Distance equal to Speed.
scene and players take turns describing classes and creatures make extra attacks • Crawl, Climb, Swim, Squeeze, Move Across
their characters' responses. at higher levels with this action. Difficult Terrain or Move While
• For ability checks, saving throws, and attack • Cast Spell: If casting time 1 action. Grappling: "Half speed," uses up 10 ft. of
rolls, roll 1d20 + one ability modifier + • Dash: Double Speed this turn. Speed per 5 ft. distance.
proficiency bonus (if proficient in task). • Disengage: Avoiding all opportunity attacks • Drop Prone: No cost to Speed.
The higher the total, the better the effort. while moving; "defensive retreat." • Stand Up: From Prone position/condition,
The DM tracks minimum totals needed • Dodge: Give attackers disadvantage. costs half Speed that turn.
for successful results. • Escape: Try to break free from grapple. • Take Cover: At end of move, half cover
• For initiative rolls, roll 1d20 + Initiative • Grapple: Special melee attack. gives +2 to Armor Class and Dexterity
(Dex) modifier. Higher totals act before • Help: Give an ally advantage on one ability saving throws; three-quarter cover gives
lower totals in the same 6-second round. check or attack roll. +5 AC and Dex saves.
• During a turn, a character or creature may • Hide: Stealth allowed only if unobserved.
do 1 movement, 1 action and up to 1 • Ready: Plan to take action as reaction REACTIONS (1 between turns)
bonus action. Between turns, do up to 1 when trigger occurs. • Cast Spell: If casting time 1 reaction.
reaction. • Search: Perception or Investigation check. • Opportunity Attack: May make one attack
• Advantage: Roll two d20s and use the • Shove: Special melee attack. if enemy moves out of reach.
higher result. Disadvantage: Roll two d20s • Stabilze: DC 10 Medicine check to aid 0 • Readied Action: After trigger occurs, else
and use the lower result. h.p. dying creature; automatic success if action wasted.
• On attack rolls only, a "natural 20" is always using healer's kit.
FREE ACTIONS
a critical hit, while a "natural 1" is always • Use Object: Pick a lock, activate magical
• Concentration (Maintain A Spell): Ends if
a miss. item, cover a hooded lantern, etc.
• Saving throws are rolled as needed at any • Use Potion: Drink or administer. caster starts another concentration spell,
time due to attacks, spells, or hazzards. • Use Shield: Equip or drop a shield. or the caster is incapacitated, stunned,
unconscious, or killed. If caster takes
• A character may die if failing three death
BONUS ACTIONS (up to 1 per turn) damage, a Constitution saving throw is
saves while at 0 hit points, gaining 6
• Offhand Attack: If doing Attack as action, needed to avoid immediately ending
levels of exhaustion, or suffering certain
deadly spells and hazzards. may make one attack this turn if light spell. DC is equal to 10 or half damage
• Specific traits, features, spells, and magic weapon in other hand. taken, whichever is greater. Each hit
• Cast Spell: If casting time 1 bonus action. needs a separate saving throw check.
items may create exceptions to any rules.
• Interacting With An Object: Generally part
of another Movement or Action.
Examples: Draw one weapon, drop a held
object, or open an unlocked door.

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Page number references...


[PHB] = Dungeons & Dragons Player's Handbook (5th edition) by Mike Mearls and Jeremy Crawford, published Aug. 19, 2014, by Wizards of
the Coast (ISBN-10: 0786965606; ISBN-13: 978-0786965601).

[DMG] = Dungeons & Dragons Dungeon Master's Guide (5th edition) by Mike Mearls and Jeremy Crawford, published Dec. 9, 2014, by Wizards
of the Coast (ISBN-10: 9780786965625; ISBN-13: 978-0786965625).

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