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Uranium (Leonard Triskel de Lantan) Lvl9
Uranium (Leonard Triskel de Lantan) Lvl9
STEALTH DISADVANTAGE
ARMOR Magical Tinkering. You must have tinker’s tools or other artisan’s
STRENGTH Half Plate +1 19 tools in hand. You touch a Tiny nonmagical object as an action and
give it one of the following magical properties of your choice:The
PROFICIENCY BONUS +4 object sheds bright light in a 5-foot radius and dim light for an
8
SHIELD
AC additional 5 feet.Whenever tapped by a creature, the object emits
a recorded message (no more than 6 seconds long) that can be
heard up to 10 feet away.The object continuously emits your
N
CIE C
Integrated Protection (1) choice of an odor or a nonverbal sound. The chosen phenomenon
-1 Strength 21 w/ SHIELD
Y
PROFI
14
infusions, turning it into a magic item.Your infusion remains in an
+0 Wisdom
75 9d8 item indefinitely, but when you die, the infusion vanishes after 5
+0 Charisma
days have passed.You can infuse up to 3 nonmagical objects at the
end of a long rest.
CONDITIONAL
Radiant Weapon. You can infuse a simple or martial weapon into
+2 a radiant weapon.
Repulsion Shield. You can infuse a shield into a repulsion shield.
Lantern of Revealing. Using this infusion, you can replicate a
CURRENT HIT POINTS Lantern of Revealing.
CONSTITUTION DEATH SAVING THROWS Bag of Holding. Using this infusion, you can replicate a Bag of
SAVING THROWS Holding.
Goggles of Night. Using this infusion, you can replicate Goggles
16 N
CIE C
+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
of Night.
Cloak of Elvenkind. Using this infusion, you can replicate a Cloak
Y
PROFI
of Elvenkind.
RT
EXPE
20 ✘
✘
+9 History (Int)
+4 Insight (Wis)
Flash of Genius (Reaction—5/Long Rest). When you or another
creature you can see within 30 feet of you makes an ability check
or a saving throw, you can use your reaction to add 5 to the roll.
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+5 ✘ +9 Investigation (Int)
Battle Ready. When you attack with a magic weapon, you can use
your Intelligence modifier, instead of Strength or Dexterity
Constructed Resilience. You have advantage on saving modifier, for the attack and damage rolls.
+0 Medicine (Wis)
throws against being poisoned, and you have resistance Steel Defender. In combat, the steel defender shares your
WISDOM +5 Nature (Int) to poison damage.You don’t need to eat, drink, or initiative count, but it takes its turn immediately after yours. It can
breathe.You are immune to disease.You don’t need to move and use its reaction on its own, but the only action it takes
10 +0 Perception (Wis)
+0 Performance (Cha)
sleep, and magic can’t put you to sleep.
Sentry’s Rest. When you take a long rest, you must
on its turn is the Dodge action, unless you take a bonus action on
your turn to command it to take one of the actions in its stat block
or the Dash, Disengage, Help, Hide, or Search action.If the
+0 Persuasion (Cha) spend at least six hours in an inactive, motionless state, mending spell is cast on it, it regains 2d6 hit points. If it has died
+0 +5 Religion (Int)
rather than sleeping. In this state, you appear inert, but 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 and you expend a
it doesn’t render you unconscious, and you can see and spell slot of 1st level or higher. The steel defender returns to life
+2 Sleight of Hand (Dex)
hear as normal. after 1 minute with all its hit points restored.At the end of a long
rest, you can create a new steel defender if you have your smith’s
CHARISMA ✘ +6 Stealth (Dex) Integrated Protection. You can don only armor with tools with you.
which you have proficiency. To don armor, you must
10 +0 Survival (Wis) incorporate it into your body over the course of 1 hour, Extra Attack. You can attack twice, rather than once, whenever
you take the Attack action on your turn.
SKILLS during which you remain in contact with the armor. To
doff armor, you must spend 1 hour removing it. You can Arcane Jolt. When either you hit a target with a magic weapon
rest while donning or doffing armor in this way.While attack or your steel defender hits a target, you can create one of
+0 10 PASSIVE PERCEPTION you live, your armor can’t be removed from your body the following effects:The target takes an extra 2d6 force
against your will. damage.Choose one creature or object you can see within 30 feet
of the target restoring 2d6 hit points to it.
ADVANTAGE
Pistol +1 30/90 +10 vs AC 1d10+6 piercing Armor Proficiencies. Light Armor, Medium Armor,
Shields
Ammunition, Loading
Weapon Proficiencies. Simple Weapons, Martial
Weapons
Tool Proficiencies. Smith’s tools, Alchemist’s supplies,
Woodcarver’s tools, Jeweler’s tools, Thieves’ tools,
Tinker’s tools
Languages. Common, Dwarvish, Gnomish
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
Inventeur et chasseur de monstres humain Lantanais, il a perdu le bras droit ainsi que les deux jambes dans un accident
de chasse aux monstres dans les jungles de Chult. Assez riche, il dépensa sa fortune pour mettre les mains sur une
armure dont il avait entendu parler, qui permettrait aux amputés de fonctionner normalement. Il se la fit parvenir via
I always want to know how things work and what son réseau, mais à l'essai il s'avéra que l'armure était maudite et refuse désormais de s'enlever, l'empêchant de profiter
makes people tick. d'un bon sommeil depuis des années, mais le privant du besoin de nourriture et d'eau. Ayant dû vendre biens et maison,
I believe that anything worth doing is worth doing disgracié par ses rivaux et abandonné par ses connaissances, il quitta Lantan pour tenter de se refaire à Eauprofonde, où
right. I can’t help it— I’m a perfectionist.
il fini comme mercenaire à son grand désarroi, persuadé qu'il vaut bien mieux que ça.
The Gnomes are well known for their artisanship and the worth of their handiworks, and you have been trained in that
PERSONALITY TRAITS
ancient tradition. For years you labored under a Gnome master of the craft, enduring long hours. and dismissive, sour-
tempered treatment in order to gain the fine skills you possess today.
Generosity. My talents were given to me so that I
could use them to benefit the world. (Good) You have taken a solemn oath never to take on an apprentice in the craft: it is not for nongnomes to pass on the skills of
Gond's favored children. You would have no difficulty, however, finding a gnome master who was willing to receive
potential apprentices who came with your recommendation.
IDEAL
BOND
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Pearl of Power. While this pearl is on your person, you
Spear 1 3 [Half Plate +1] 1 40 can use an action to speak its command word and regain
Thieves’ Tools 1 1 Pistol +1 1 3 one expended spell slot. If the expended slot was of 4th
Tinker’s Tools 1 10 [Maul +1] 1 10 level or higher, the new slot is 3rd level. If the expended
Shield 1 6 Longsword +1 1 3 slot was of 4th level or higher, the new slot is 3rd level.
Alchemist’s Supplies 1 8 Bag of Holding 1 15 Once you use the pearl, it can't be used again until the
Dagger 1 1 [Pearl of Power] 1 — next dawn.
Jeweler’s Tools 1 2 Sending Stones 1 —
[Wand Sheath] 1 — Wand Sheath. A wand sheath clamps onto your arm and
Wand of Secrets 1 1 imparts the following benefits:
• The wand sheath can’t be removed from you while
you’re attuned to it.
• You can insert a wand into the sheath as an action.
The sheath can hold only one wand at a time .
• You can retract or extend a wand from the sheath
as a bonus action. While the wand is extended, you can
use it as if you were holding it, but your hand remains
free.
A maker’s mark chisel used to mark your handiwork with the symbol of the clan of crafters you learned
your skill from, a set of traveler’s clothes
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
(For Close Friends only) Leonard Triskel de Lantan (Officiel)
Créé par les Gnomes de Lantan, c'est le premier warforged de Faerun,
mais il cache justement le secret. Son maître est mort dans des Inventeur et chasseur de monstres humain Lantanais, il a perdu le bras
circonstances douteuses et il a survécu a plusieurs tentatives d assassinat droit ainsi que les deux jambes dans un accident de chasse aux monstres
après avoir tenté de comprendre ce qui s'était passé . La fuite semblait le dans les jungles de Chult. Assez riche, il dépensa sa fortune pour mettre les
meilleur moyen de survivre quitte a revenir avec plus de ressources. Son mains sur une armure dont il avait entendu parler, qui permettrait aux
design n'était pas prévu pour la guerre initialement, il devait être un amputés de fonctionner normalement. Il se la fit parvenir via son réseau,
compagnon et aide de travail pour son créateur, ce qui explique ses mais à l'essai il s'avéra que l'armure était maudite et refuse désormais de
attributs. s'enlever, l'empêchant de profiter d'un bon sommeil depuis des années,
mais le privant du besoin de nourriture et d'eau. Ayant dû vendre biens et
Il s'est inventé une personnalité d'inventeur chasseur de primes/monstres maison, disgracié par ses rivaux et abandonné par ses connaissances, il
nommé Leonard Triskel de Lantan, qui aurait obtenu une armure maudite quitta Lantan pour tenter de se refaire à Eauprofonde comme mercenaire.
dont il ne peut se défaire, à la fois pour dissimuler qu'il est warforged mais
aussi qu'il a presque tout à apprendre des races humanoïdes: il a l'esprit Malheureusement, cette courverture n'est pas très résistante aux
d'un adulte mais avec l'innocence d'un enfant dans plein de thèmes, investigations poussées, autant de par son faible charisme, que par les
notamment les relations, etc. Un peu autistique parfois pour le moins. trous dans son histoire. Toute personne le fréquentant un peu ou creusant
Tout ce qu'il sait du monde il l'a appri d'un inventeur Gnome et de livres suffisamment réalisera qu'il cache quelque chose derrière cette histoire.
d'une île coupée du monde durant 100ans, mais qui possède en même
temps la tech la plus avancée du monde... Il voit le monde avec
l'émerveillement d'une race "supérieure" qui ne la comprend pas, un peu
une IA essayant de comprendre ce que les gens font de tout ce qui leur est
donné. Il est partagé entre tendresse et agacement pour les "créatures de
chair". Il est passionné par les sciences et la connnaissance, principalement
arcanique et technologique. Son rêve serait sans doute de pouvoir se
construire une compagne, même si il n'est pas encore certain de si et
comment les concepts de genre peuvent s'appliquer à lui, son rôle de
Leonard l'a plongé dans le monde sous les traits d'un homme et il tente de
s'y adapter.
NOTES NOTES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Steel Defender Steel Defender
MAXIMUM HIT DICE TEMPORARY Might of the Master. The following numbers increase by 1
52 when your proficiency bonus increases by 1: the defender’s
skill and saving throw bonuses, the bonuses to hit and
damage of its rend attack, and the number of hit points
restored by its Repair action.
4 10 6
-3 +0 -2
CREATURE STATISTICS TRAITS & ACTIONS
Intelligence +9 17 9
1ST LEVEL 4 SPELL SLOTS ● Heroism (Always Prepared) ● Shield (Always Prepared)
Absorb Elements Alarm Catapult
Cure Wounds Detect Magic Disguise Self
Expeditious Retreat Faerie Fire False Life
Feather Fall Grease Identify
Jump Longstrider Purify Food and Drink
Sanctuary Snare
2ND LEVEL 3 SPELL SLOTS ● Branding Smite (Always Prepared) ● Warding Bond (Always Prepared)
Aid Alter Self Arcane Lock
Blur Continual Flame Darkvision
Enhance Ability Enlarge/Reduce Heat Metal
Invisibility Lesser Restoration Levitate
Magic Mouth Magic Weapon Protection from Poison
Pyrotechnics Rope Trick See Invisibility
Skywrite Spider Climb Web
3RD LEVEL 2 SPELL SLOTS ● Aura of Vitality (Always Prepared) ● Conjure Barrage (Always Prepared)
Blink Catnap Create Food and Water
Dispel Magic Elemental Weapon Flame Arrows
Fly Glyph of Warding Haste
Protection from Energy Revivify Tiny Servant
Water Breathing Water Walk
Mending Ray of Frost Heroism
Transmutation Cantrip Evocation Cantrip 1st-level enchantment
This spell repairs a single break or tear in an object you touch, such as A frigid beam of blue-white light streaks toward a creature within A willing creature you touch is imbued with bravery. Until the spell
broken chain link, two halves of a broken key, a torn cloak, or a range. Make a ranged spell attack against the target. On a hit, it takes ends, the creature is immune to being frightened and gains
leaking wineskin. As long as the break or tear is no larger than 1 foot 1d8 cold damage, and its speed is reduced by 10 feet until the start of temporary hit points equal to your spellcasting ability modifier at the
in any dimension, you mend it, leaving no trace of the former your next turn. The spell’s damage increases by 1d8 when you reach start of each of its turns. When the spell ends, the target loses any
damage. This spell can physically repair a magic item or construct, 5th level (2d8), 11th level (3d8), and 17th level (4d8). remaining temporary hit points from this spell.
but the spell can’t restore magic to such an object. At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, you can target one additional creature for each slot
level above 1st.
Spellcasting (Artificer) Player’s Handbook Spellcasting (Artificer) Player’s Handbook Battle Smith Spells (Artificer) Player’s Handbook
CASTING TIME 1 reaction CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE Self RANGE Self RANGE Touch
DURATION 1 round DURATION Concentration, up to 1 minute DURATION 1 hour
COMPONENTS V, S COMPONENTS V COMPONENTS V, S, M (a pair of platinum rings worth at least 50 gp each, which you
and target must wear for the duration)
Reaction trigger: You are hit by an attack or targeted by the magic The next time you hit a creature with a weapon attack before this This spell wards a willing creature you touch and creates a mystic
missile spell An invisible barrier of magical force appears and protects spell ends, the weapon gleams with astral radiance as you strike. The connection between you and the target until the spell ends. While
you. Until the start of your next turn, you have a +5 bonus to AC, attack deals an extra 2d6 radiant damage to the target, which the target is within 60 feet of you, it gains a +1 bonus to AC and
including against the triggering attack, and you take no damage from becomes visible if it is invisible, and the target sheds dim light in a 5- saving throws, and it has resistance to all damage. Also, each time it
magic missile. foot radius and can’t become invisible until the spell ends. takes damage, you take the same amount of damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd The spell ends if you drop to 0 hit points or if you and the target
level or higher, the extra damage increases by 1d6 for each slot level become separated by more than 60 feet. It also ends if the spell is
above 2nd. cast again on either of the connected creatures. You can also dismiss
the spell as an action.
Battle Smith Spells (Artificer) Player’s Handbook Battle Smith Spells (Artificer) Player’s Handbook Battle Smith Spells (Artificer) Player’s Handbook
Healing energy radiates from you in an aura with a 30-foot radius. You throw a nonmagical weapon or fire a piece of nonmagical
Until the spell ends, the aura moves with you, centered on you. You ammunition into the air to create a cone of identical weapons that
can use a bonus action to cause one creature in the aura (including shoot forward and then disappear. Each creature in a 60-foot cone
you) to regain 2d6 hit points. must succeed on a Dexterity saving throw. A creature takes 3d8
damage on a failed save, or half as much damage on a successful one.
The damage type is the same as that of the weapon or ammunition
used as a component.
Battle Smith Spells (Artificer) Player’s Handbook Battle Smith Spells (Artificer) Player’s Handbook