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+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
+6
Animal Handling WIS
Arcana INT
Firearms, Martial Weapons, Simple Weapons
Thunder Cannon +10 2d6+7 Piercing Firearms, Range, Ammunition (Firearms), Reload, Range (50/150), Infused
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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.
EQUIPMENT
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Artificer 5 HalosBrotherhoodAssassin
CLASS & LEVEL PLAYER NAME
Cherry
Variant Human Hermit (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS
* Skills • PHB 31
You gain proficiency in one skill of your choice.
* Feat • PHB 31
You gain one feat of your choice.
* Magic Initiate •
ADDITIONAL EQUIPMENT
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Artificer 5 HalosBrotherhoodAssassin
CLASS & LEVEL PLAYER NAME
Cherry
Variant Human Hermit (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS
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
Lived in seclusion to work on inventions. Tharivol is teaching me Thieves Cant, 243 Days to
go
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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
O Alarm [R] Artificer -- 11m 30 ft. V,S,M 8 hours PHB 211 D: 8h, V/S/M
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 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 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 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
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 Continual Flame Artificer -- 1A Touch V,S,M Until dispelled PHB 227 D: Until Dispelled, 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 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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