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DND 5e - Ficha - 'A Ficha Mais Completa e Automática de Todas'
DND 5e - Ficha - 'A Ficha Mais Completa e Automática de Todas'
F AC DESCRIPTION
+1 STR ● +7 INT
PRO
24 +2 18
Set Max HP
STRENGTH +3 DEX +2 WIS
2 Shield Escudo de ferro
+1 ● +4 CON
RESISTANCES
+1 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
3 Dex Medium Armor Heavy Armor
Magic
12 1 Misc ENHANCED DEFENSE
Temporary Hit Points: Misc
DEXTERITY
Adv. on Int/Wis/Cha saves vs.
24
+3 ARMOR
+2
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+5 Acrobatics (Dex) ● Light ● Medium ● Shields
PRO
● Heavy
PRO
+5
+1 Deception (Cha) > Infused Items 2 2 Common Funileiro
● +7 History (Int) > Gnomish Ladrão
+2 Insight (Wis) Élfico Oleiro
20
>
+1 Persuasion (Cha) > Engenhoqueiro (10po) Actions of Steel Defender < Conhecimento de Artífice. <
>
BATTLE READY: When you reach 3rd level, your combat training and your experiments with
magic have paid off in two ways:
FLAWS
- You gain proficiency with martial weapons.
- 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.
Feature Name: Researcher
magic items you create with this feature are effectively prototypes of permanent items.
- INFUSIONS KNOWN
When you gain this feature, pick four artificer infusions to learn, choosing from the "Artificer
Infusions" section at the end of the class's description. You learn additional infusions of your
choice when you reach certain levels in this class, as shown in the Infusions Known column of
the Artificer table.
Whenever you gain a level in this class, you can replace one of the artificer infusions you > FEAT:
learned with a new one.
- INFUSING AN ITEM
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of
your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of
objects, as specified in the infusion's description. If the item requires attunement, you can
attune yourself to it the instant you infuse the item.
If you decide to attune to the item later, you must do so using the normal process for > FEAT:
attunement (see "Attunement" in chapter 7 of the Dungeon Master's Guide). Your infusion
remains in an item indefinitely, but when you die, the infusion vanishes after a number of
days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also
vanishes if you give up your knowledge of the infusion for another one.
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 Artificer table. You must touch
each of the objects, and each of your infusions can be in only one object at a time. Moreover, > FEAT:
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 immediately ends, and then the new infusion
applies.
FEATS
SUBTOTAL SUBTOTAL
EXTRA EQUIPMENT
ORGANIZATION
CLICK HERE
TO CHANGE
THIS ICON
SYMBOL
APPEARANCE
Medium
RACE SIZE HEIGHT WEIGHT
Construct Neutral
TYPE AGE GENDER ALIGNMENT
COMPANION
NAME
F
+2 STR -3 INT Temporary HP: SUCCESSES
PRO
15 +2 22
Set Max HP
STRENGTH
● +3 DEX 0 WIS 22
14
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE
+1
DEXTERITY
40 >
+1 INITIATIVE SPEED
DESCRIPTION
>
12 LEVEL USED
DIE
1 >
CONSTITUTION ATTACKS
HIT DICE PER ACTION
+2
ATTACKS
F EX
- Damage Immunities: poison - REACTION: Defleet Attack. The defender imposes
14 +1 Acrobatics (Dex)
PRO
- Condition Immunities: charmed, disadvantage on the attack roll of one creature it can see
0 Animal Handling (Wis)
exhaustion, poisoned that is within 5 feet of it, provided the attack roll is against
-3 Arcana (Int)
INTELLIGENCE - Languages: Entende todas que eu sei a creature other than the defender.
+4 Athletics (Str)
-3
●
-2 Deception (Cha) - Might of the Master. The following - Repair (3/Day): The magical mechanisms inside the
-3 History (Int) numbers increase by 1 when your defender restore 2d8 + 2 hit points to itself or to one
4 0 Insight (Wis) proficiency bonus increases by 1: the construct or object within 5 feet of it.
defender's skill and saving throw bonuses
-2 Intimidation (Cha)
(above), the bonuses to hit and damage
WISDOM
-3 Investigation (Int) of its rend attack, and the number of hit
0 0 Medicine (Wis)
-3 Nature (Int)
poi nts restored by its Repair action
(below).
10 ●● +4 Perception (Wis)
- Vigilant. The defender can 't be surprised.
-2 Performance (Cha)
CHARISMA -2 Persuasion (Cha)
-2
-3 Religion (Int) FEATURES TRAITS
+1 Sleight of Hand (Dex)
+1 Stealth (Dex) STEEL DEFENDER
6
0 Survival (Wis) By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your
SKILLS companions, and it obeys your commands. See this creature's game statistics in the steel defender stat block.
You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its
game statistics.
In combat, the steel defender shares your initiative count, but it takes its turn immediately after yours. It can
14 PASSIVE WISDOM (PERCEPTION)
move and use its reaction on its own, but the only action it takes 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,
darkvision 60 ft., passive Perception 14
Disengage, Help, Hide, or Search action.
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
SENSES
smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st
level or higher. The steel defender returns to life 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 tools with you. If you
already have a steel defender from this feature, the first one immediately perishes.STEEL DEFENDER
CLICK HERE By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your
TO CHANGE companions, and it obeys your commands. See this creature's game statistics in the steel defender stat block.
THIS ICON You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its
game statistics.
In combat, the steel defender shares your initiative count, but it takes its turn immediately after yours. It can
COMPANION’S APPEARANCE
REMARKS move and use its reaction on its own, but the only action
NOTESit takes on its turn is the Dodge action, unless you
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.997 (Printer Friendly - Redesign) take a bonus action on your turn Based
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ENHANCED DEFENSE
Item: A suit of armor or a shield
A creature gains a + 1 bonus to Armor Class while wearing (armor) or wieldin
(shield) the infused item.
The bonus increases to +2 when you reach 10th level
in this class.
ENHANCED WEAPON
Item: A simple or martial weapon
This magic weapon grants a + 1 bonus to attack and damage rolls made with it.
The bonus increases to +2 when you reach 10th level in this class.
NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.997 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
PLAYER REFERENCE
LINE
by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
MARK (with melee attack) (DMG 271)
LIGHTLY OBSCURED (dim light) Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
HEAVILY OBSCURED (darkness) Effectively blinded (see conditions)
before the end of your next turn has advantage and doesn’t cost you your reaction.
BLINDSIGHT Out to range, perceive without sight.
SHOVE (instead of one attack)
DARKVISION Out to range, treat dim light as bright light. Can’t see colors.
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the
opponent to a side rather than to directly away from you. TRUESIGHT Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
ATTACK ACTION (PHB 195) LIGHT & VISION (PHB 183)