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Artificer/artillerist 1 Blacksmith Vinni

CLASS & LEVEL BACKGROUND PLAYER NAME


Azapakus Koz
VariantHuman Neutral good 0
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH A kind soul, but ready to
17 +3 30ft take on anyone who wants
10 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED to hurt my friends
+0 PERSONALITY TRAITS

Hit Point Maximum 11


+0 Strength
DEXTERITY I want to make everyone

16
+3

+5
Dexterity
Constitution
11 love themselves and guns.
CURRENT HIT POINTS IDEALS
+6 Intelligence

+3 +1 Wisdom
-2 Charisma
I love my revolver.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

16
+3 Acrobatics (Dex) Total SUCCESSES Once someone hurts my friends,
+3 Animal Handling (Wis) I'm blinded by my rage.
+1
1d8 FAILURES
● +6 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE 0 Athletics (Str)

18 -2

+4
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE War caster: Advantage on Constitution saving throws to maintain concentration on spells.
Perform somatic components of spells even when hands are occupied.
Light hammer +2 1d4+2/bludgeoning Opportunity attacks with spells that have a casting time of one action.

+4 +1 Insight (Wis) Infusions(lvl2): Enhanced Defense: A magic bonus to AC when applied to armor (increases
AC by +1).
Enhanced Weapon: A magic bonus to attack and damage rolls when applied to a weapon
-2 Intimidation (Cha) Revolver +4 1d8+2/Piercing (increases attack and damage rolls by +1).

Magical Tinkering
WISDOM ● +6 Investigation (Int) At 1st level, you've learned how to invest a spark of magic into mundane objects. To use
this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny
Fire bolt +6 1d10 Fire nonmagical object as an action and give it one of the following magical properties of your
+1 Medicine (Wis)
12
choice:

The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
+4 Nature (Int) Whenever tapped by a creature, the object emits a recorded message that can be heard up
to 10 feet away. You utter the message when you bestow this property on the object, and
the recording can be no more than 6 seconds long.
● +3 Perception (Wis) The object continuously emits your choice of an odor or a nonverbal sound (wind, waves,
+1 chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
A static visual effect appears on one of the object's surfaces. This effect can be a picture,
-2 Performance (Cha) up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
CANTRIP VERSATILITY
You can replace a cantrip you know with another cantrip available to you on a long rest.
-2 Persuasion (Cha)
CHARISMA Eldritch Cannon
At 3rd level, you learn how to create a magical cannon, you can take an action to magically
+4 Religion (Int) create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface

7
within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held
in one hand. Once you create a cannon, you can’t do so again until you finish a long rest
+3 Sleight of Hand (Dex) or until you expend a spell slot of 1st level or higher. You can have only one cannon at a
time and can’t create one while your cannon is present. The cannon is a magical object.
Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five
+3 Stealth (Dex) times your artificer level. It is immune to poison and psychic damage. If it is forced to make
an ability check or a saving throw, treat all its ability scores as 10 (+0). If the Mending spell
-2 +1 Survival (Wis)
is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1
hour. You can dismiss it early as an action. When you create the cannon, you determine its
appearance and whether it has legs. You also decide which type it is, choosing from the
options on the Eldritch Cannons table. On each of your turns, you can take a bonus action
to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus
SKILLS ATTACKS & SPELLCASTING action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space,
provided it has legs.Eldritch Cannons
? Flamethrower: The can non exhales fire in an adjacent 15-foot cone that you designate.
Each creature in that area must make a Dexterity saving throw against your spell save DC,
taking 2d8 fire damage on a failed save or half as much damage on a successful one. The
PASSIVE WISDOM (PERCEPTION) Studded leather armor, Light fire ignites any flammable objects in the area that aren’t being worn or carried.
? Force Balista: Make a ranged spell attack, originating from the cannon, at one creature or
CP Hammer, Crossbow, 20 object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a
creature, it is pushed up to 5 feet away from the cannon.
? Protector: The cannon emits a burst of positive energy that grants itself and each
bullet, Dungeoneer's pack(a creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 +
your Intelligence modifier (minimum of +1) .
backpack
Common, Goblin SP
a crowbar
Thieves' Tools a hammer
Tinker's Tools EP 10 pitons
10 torches
Smith's tools a tinderbox
GP 15 10 days of rations
a waterskin
PP 50 feet of hempen rope),
Traveler's clothes, Smith's
tools, Tinker's tools

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
22 186 95kg
AGE HEIGHT WEIGHT
Azapakus Koz
Blue WHITE Blonde/mullet
CHARACTER NAME EYES SKIN HAIR

My allies are other blacksmiths,


NAME
my friends, and people who
love guns.

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Born to a prostitute, I was


sold into slavery at the ripe
age of 3, and was taught how
to create weapons for the
militia. At the age of 12, after
almost mastering my craft, I
was taken in by a young
woman named Larissa, who
taught me kindness, but she
could never rid me of my
love for guns. When I turned
18, I left to go adventure and
find out how to make better
guns.
ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
INT 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Mending
Fire Bolt

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

Cure wounds

Fairiefire
4
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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