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Artificer 5 HalosBrotherhoodAssassin

CLASS & LEVEL PLAYER NAME


Cherry
Variant Human Hermit (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

+1 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +5 Dexterity
• +5 Constitution +5 17 40 --
+1 • +6 Intelligence
CLASS
+1 Wisdom INITIATIVE HIT POINTS
13
+0 Charisma
Total 5d8 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES

+5 DEFENSES HIT DICE DEATH SAVES

20 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION +5 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+3
+2 P
+1

+6
Animal Handling WIS
Arcana INT
Firearms, Martial Weapons, Simple Weapons

=== TOOLS ===


15 +1 Athletics STR Herbalism Kit, Leatherworker's Tools, Smith's
ABILITY SAVE DC Tools, Thieves' Tools, Tinker's Tools,
+0 Deception CHA
Woodcarver's Tools
+3 History INT
INTELLIGENCE
+1 Insight WIS === LANGUAGES ===
30 ft. (Walking) Common, Dwarvish, Gnomish
+3 +0 Intimidation CHA
P +6 Investigation INT
17 P +4 Medicine WIS SPEED

+3 Nature INT PROFICIENCIES & LANGUAGES

WISDOM +1 Perception WIS


+0 Performance CHA === ACTIONS === Command Iron Defender
+1 +0 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
Command your Iron Defender to take one of the
actions in its stat block or the Dash, Disengage, or
Help, Hide, Ready, Search, Use an Object, Help action.
+3 Religion INT
12 Opportunity Attack, Grapple, Shove, Improvise, Your Iron Defender Bite attack has +5 to Hit and
P +8 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object 1d8+3 piercing damage.
Its Repair action restores 2d8 +3 hit points.
P +8 Stealth DEX Magical Tinkering • 3 / Other
CHARISMA Imbue a Tiny nonmagical object with a magical === SPECIAL ===
+1 Survival WIS
property of your choice: 5ft. radius light, up to 6 Infuse Item • 2 / Other
Whenever you finish a long rest, you can touch a
+0 second long recorded message, emits odor or
nonverbal sound, static visual effect including up to 25
words of text. You can affect a maximum of 3 objects
nonmagical object and imbue it with one of your
artificer infusions, turning it into a magic item. If the
at a time. item requires attunement, you can attune yourself to it
11 the instant you infuse the item, or you can forgo
=== BONUS ACTIONS === attunement so that someone else can attune to the
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

11 PASSIVE WISDOM (PERCEPTION)


Crossbow, Light +8 1d8+5 Piercing Simple, Ammunition, Loading, Range, Two-Handed, Range (80/320)

Handaxe +4 1d6+1 Slashing Simple, Light, Thrown, Range (20/60)


11 PASSIVE WISDOM (INSIGHT)

Thunder Cannon +10 2d6+7 Piercing Firearms, Range, Ammunition (Firearms), Reload, Range (50/150), Infused

16 PASSIVE INTELLIGENCE (INVESTIGATION)


Ray of Frost +3 2d8 Cold V/S

Fire Bolt +3 2d10 Fire V/S

Unarmed Strike +4 2 Bludgeoning

SENSES WEAPON ATTACKS & CANTRIPS

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Artificer 5 HalosBrotherhoodAssassin
CLASS & LEVEL PLAYER NAME
Cherry
Variant Human Hermit (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== ARTIFICER FEATURES === unless an infusion’s description says otherwise, you
can’t learn it more than once. * Tools of the Trade • UA
* Magical Tinkering • UA You gain proficiency with leatherworker’s tools and
Imbue a Tiny nonmagical object with a magical | Enhanced Defense • UA smith’s tools, as well as leatherworker’s tools and
property of your choice: 5ft. radius light, up to 6 second A creature gains a +1 bonus to Armor Class while smith’s tools for free.
long recorded message, emits odor or nonverbal wearing (armor) or wielding (shield) the infused item. If you craft a magic item in the armor category, it takes
sound, static visual effect including up to 25 words of [12th] The bonus increases to +2. you a quarter of the normal time, and it costs you half
text. You can affect a maximum of 3 objects at a time. as much of the usual gold.
| Infusion: Enhanced Defense: Special
| 3 / Other • 1 Action * Battle Smith Spells • UA
| Enhanced Weapon • UA You always have certain spells prepared after you
* Spellcasting • UA This magic weapon grants a +1 bonus to attack and reach particular levels.
You can cast prepared artificer spells using INT as damage rolls made with it. [12th] The bonus increases
your spellcasting modifier (Spell DC 14, Spell Attack to +2. * Battle Ready • UA
+6) and prepared artificer spells as rituals if they have You gain proficiency with martial weapons and your
the ritual tag. You must have a spellcasting focus — | Infusion: Enhanced Weapon: Special attacks magic weapons can use your Intelligence
specifically thieves’ tools or some kind of artisan’s tool modifier, instead of Strength or Dexterity, for the attack
— in hand when you cast any spell with this feature. | Repeating Shot • UA and damage rolls.
This magic weapon grants a +1 bonus to attack and
* Infuse Item • UA damage rolls made with it when it’s used to make a * Iron Defender • UA
Whenever you finish a long rest, you can touch a ranged attack, and it ignores the loading property if it By 3rd level, the tinkering in your free time has borne
nonmagical object and imbue it with one of your has it. you a faithful companion, an iron defender.
artificer infusions, turning it into a magic item. You can Your Iron Defender's Bite attack has +5 to Hit and
attune yourself to the item the instant you infuse it, or | Infusion: Repeating Shot: Special 1d8+3 piercing damage.
you can forgo attunement so that someone else can Its Repair action restores 2d8 +3 hit points.
attune to the item. | Returning Weapon • UA
This magic weapon grants a +1 bonus to attack and | Command Iron Defender: 1 Bonus Action
Your infusion remains in an item indefinitely, but when damage rolls made with it, and it returns to the
you die, the infusion vanishes after 3 days. The wielder’s hand immediately after it is used to make a * Arcane Armament • UA
infusion also vanishes if you give up your knowledge of ranged attack. You can attack twice whenever you take the Attack
the infusion or you exceed your maximum number of action on your turn, but one of the attacks must be
infusions. | Infusion: Returning Weapon: Special made with a magic weapon.

| 2 / Other • Special * Artificer Specialist • UA


The type of specialist are: === VARIANT HUMAN RACIAL TRAITS ===
* Artificer Infusions • UA
You have invented numerous magical infusions that | Battle Smith * Languages • PHB 31
rapidly create magic items. Each infusion tells you the You can speak, read, and write Common and one
type of item that can receive it and if the resulting * Tool Expertise • UA extra language.
magic item requires attunement. Your proficiency bonus is doubled for any ability check
Some infusions specify a minimum artificer level, and you make that uses your proficiency with a tool. * Ability Score Increase • PHB 31

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Studded Leather 1 13 lb. Piton 10 2.5 lb.

Handaxe 1 2 lb. Rations (1 day) 10 20 lb.

SP 0 Handaxe 1 2 lb. Rope, Hempen (50 feet) 1 10 lb.

Spear 1 3 lb. Rope, Silk (50 feet) 1 5 lb.


EP 0 Spear 1 3 lb. Tinderbox 1 1 lb.

Spear 1 3 lb. Torch 10 10 lb.


GP 0 Spear 1 3 lb. Waterskin 1 5 lb.

Crossbow, Light 1 5 lb. Thieves' Tools 2 2 lb.


PP 0 Thunder Cannon 1 3 lb. Orb 1 3 lb.

Crossbow Bolts 20 1.5 lb. Bag of Holding 1 15 lb.


WEIGHT CARRIED

132 lb. Black Book 1 5 lb. Blueprint Journal 1 --

ENCUMBERED Backpack 1 5 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

195 lb. Case, Map or Scroll 1 1 lb.

PUSH/DRAG/LIFT Crowbar 1 5 lb.

390 lb. Hammer 1 3 lb.

EQUIPMENT

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Artificer 5 HalosBrotherhoodAssassin
CLASS & LEVEL PLAYER NAME
Cherry
Variant Human Hermit (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

Two different ability scores of your choice increase by


1.

* Skills • PHB 31
You gain proficiency in one skill of your choice.

* Feat • PHB 31
You gain one feat of your choice.

=== FEATS ===

* Magic Initiate •

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Artificer 5 HalosBrotherhoodAssassin
CLASS & LEVEL PLAYER NAME
Cherry
Variant Human Hermit (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

Sturdy Boots 1 1 lb.

ADDITIONAL EQUIPMENT

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Female 20 Medium 5' 90
GENDER AGE SIZE HEIGHT WEIGHT
Cherry Neutral Tan Brown Pink
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

=== Allies === I often get lost in my own thoughts and contemplation,
becoming oblivious to my surroundings.€Iam utterly serene,
Tharivol - Tharivol's cool. I gave him a candle. even in the face of disaster.
Brown - Autumn Yellow - Summer

PERSONALITY TRAITS

Inquiry and curiosity are the


pillars of progress
IDEALS

I'm still trying to figure out how to


complete the project I began in my
seclusion, and it still eludes me.
BONDS

I'd risk too much to uncover a bit of


knowledge. Everything is a chance
to experiment.
FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Lived in seclusion to work on inventions. Tharivol is teaching me Thieves Cant, 243 Days to
go

CHARACTER BACKSTORY ADDITIONAL NOTES

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INT 14 +6
Artificer
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
=== CANTRIPS === (At Will)

O Ray of Frost Magic Initiate +3 1A 60 ft. V,S Instantaneous PHB 271 V/S

O Fire Bolt Magic Initiate +3 1A 120 ft. V,S Instantaneous PHB 242 V/S

=== 1st LEVEL === 4 Slots OOOO

O Alarm [R] Artificer -- 11m 30 ft. V,S,M 8 hours PHB 211 D: 8h, V/S/M

O Cure Wounds Artificer -- 1A Touch V,S Instantaneous PHB 230 V/S

O Detect Magic [R]<C> Artificer -- 1A + 10m Self/30 ft. Sphere V,S Concentration, up to 10 minutes PHB 231 D: 10m, 30 ft. Sphere, V/S

O Disguise Self Artificer -- 1A Self V,S 1 hour PHB 233 D: 1h, V/S

O Expeditious Retreat <C> Artificer -- 1BA Self V,S Concentration, up to 10 minutes PHB 238 D: 10m, V/S

O False Life Artificer -- 1A Self V,S,M 1 hour PHB 239 D: 1h, V/S/M

O Grease Artificer DEX 14 1A 60 ft./10 ft. Square V,S,M 1 minute PHB 246 D: 1m, 10 ft. Square, V/S/M

O Identify [R] Artificer -- 11m Touch V,S,M Instantaneous PHB 252 V/S/M

O Jump Artificer -- 1A Touch V,S,M 1 minute PHB 254 D: 1m, V/S/M

O Longstrider Artificer -- 1A Touch V,S,M 1 hour PHB 256 D: 1h, V/S/M

O Sanctuary Artificer WIS 14 1BA 30 ft. V,S,M 1 minute PHB 272 D: 1m, V/S/M

O Arcane Weapon <C> Artificer -- 1BA Self V,S Concentration, up to 1 hour UA D: 1h, V/S

O Absorb Elements Artificer -- 1R Self S 1 round EE 150 D: 1Rnd, S

O Catapult Artificer DEX 14 1A 60 ft. S Instantaneous EE 150 S

O Faerie Fire <C> Artificer DEX 14 1A 60 ft./20 ft. Cube V Concentration, up to 1 minute PHB 239 D: 1m, 20 ft. Cube, V

O Feather Fall Artificer -- 1R 60 ft. V,M 1 minute PHB 239 D: 1m, V/M

P Heroism <C> Artificer (Always Prepared) -- 1A Touch V,S Concentration, up to 1 minute PHB 250 D: 1m, V/S

O Searing Smite <C> Artificer +6 1BA Self V Concentration, up to 1 minute D: 1m, V

O Cure Wounds Magic Initiate -- 1A Touch V,S Instantaneous PHB 230 V/S

O Protection from Evil and Good <C> Magic Initiate -- 1A Touch V,S,M Concentration, up to 10 minutes PHB 270 D: 10m, V/S/M

=== 2nd LEVEL === 2 Slots OO

O Aid Artificer -- 1A 30 ft. V,S,M 8 hours PHB 211 D: 8h, V/S/M

O Alter Self <C> Artificer -- 1A Self V,S Concentration, up to 1 hour PHB 211 D: 1h, V/S

O Arcane Lock Artificer -- 1A Touch V,S,M Until dispelled PHB 215 D: Until Dispelled, V/S/M

O Blur <C> Artificer -- 1A Self V Concentration, up to 1 minute PHB 219 D: 1m, V

O Continual Flame Artificer -- 1A Touch V,S,M Until dispelled PHB 227 D: Until Dispelled, V/S/M

O Darkvision Artificer -- 1A Touch V,S,M 8 hours PHB 230 D: 8h, V/S/M

O Enhance Ability <C> Artificer -- 1A Touch V,S,M Concentration, up to 1 hour PHB 237 D: 1h, V/S/M

O Enlarge/Reduce <C> Artificer CON 14 1A 30 ft. V,S,M Concentration, up to 1 minute PHB 237 D: 1m, V/S/M

O Heat Metal <C> Artificer -- 1A 60 ft. V,S,M Concentration, up to 1 minute PHB 250 D: 1m, V/S/M

O Invisibility <C> Artificer -- 1A Touch V,S,M Concentration, up to 1 hour PHB 254 D: 1h, V/S/M

O Lesser Restoration Artificer -- 1A Touch V,S Instantaneous PHB 255 V/S

O Levitate <C> Artificer CON 14 1A 60 ft. V,S,M Concentration, up to 10 minutes PHB 255 D: 10m, V/S/M

O Magic Mouth [R] Artificer -- 11m 30 ft. V,S,M Until dispelled PHB 257 D: Until Dispelled, V/S/M

O Magic Weapon <C> Artificer -- 1BA Touch V,S Concentration, up to 1 hour PHB 257 D: 1h, V/S

O Protection from Poison Artificer -- 1A Touch V,S 1 hour PHB 270 D: 1h, V/S

O Rope Trick Artificer -- 1A Touch V,S,M 1 hour PHB 272 D: 1h, V/S/M

O See Invisibility Artificer -- 1A Self V,S,M 1 hour PHB 274 D: 1h, V/S/M

O Spider Climb <C> Artificer -- 1A Touch V,S,M Concentration, up to 1 hour PHB 277 D: 1h, V/S/M

O Pyrotechnics Artificer CON 14 1A 60 ft./5 ft. Cube V,S Instantaneous EE 163 5 ft. Cube, V/S

O Skywrite [R]<C> Artificer -- 1A + 10m Sight V,S Concentration, up to 1 hour EE 165 D: 1h, V/S

P Branding Smite <C> Artificer (Always Prepared) -- 1BA Self V Concentration, up to 1 minute PHB 219 D: 1m, V

P Warding Bond Artificer (Always Prepared) -- 1A Touch V,S,M 1 hour PHB 287 D: 1h, V/S/M

SPELLS

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