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Artificer (1) House Agent: Cannith Slavanich

CLASS & LEVEL BACKGROUND PLAYER NAME


Human, Mark of Making/Mark of Making (CON)
Lawful Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
14 +2 30
+1 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

12 PERSONALITY TRAITS

Hit Point Maximum 11


+1 Strength
DEXTERITY
+2 Dexterity

+2 ●


+5 Constitution
+6 Intelligence
CURRENT HIT POINTS IDEALS

14 0 Wisdom
-1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+3 +2 Acrobatics (Dex) SUCCESSES

16 0 Animal Handling (Wis)


1x(1d8+3)
FAILURES

+6 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
+1 Athletics (Str)

+4 -1 Deception (Cha)
+4 History (Int)
NAME ATK BONUS DAMAGE/TYPE

18 0 Insight (Wis)
+4
Crossbow, light 1d8+2 piercing
Backpack
-1 Intimidation (Cha) Handaxe +3 1d6+1 slashing Clothes, fine
+6 Investigation (Int)
WISDOM
Crossbow bolt x20

0 Medicine (Wis)
0 +4 Nature (Int) Crowbar
10
0 Perception (Wis) Number of Dungeoneer's

-1 Performance (Cha)
+1 Persuasion (Cha)
Attacks: 1 Pack
CHARISMA
+4 Religion (Int) Hammer
-1 +2 Sleight of Hand (Dex)
+2 Stealth (Dex)
Piton x10
8 0 Survival (Wis) Purse
SKILLS ATTACKS & SPELLCASTING Rations (1 day)
10 PASSIVE WISDOM (PERCEPTION)
x10
CP
Rope, hempen
Tool Proficiencies: Alchemist's
SP Signet ring
Supplies; Thieves' Tools;
Tinker's Tools EP
Studded
Thieves' Tools
Weapon Proficiencies: Simple GP
20 Tinderbox
Armor Proficiencies: Light;
Medium; Shields PP Torch x10
Language Proficiencies:
Common; Draconic
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

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

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

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

0 CANTRIPS 3 6
Fire Bolt
Mage Hand
Mending

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

2
Magic Weapon

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

-----------Other Traits------------
Artisan's Intuition. When you make an Arcana check or an ability check involving artisan's tools, you can roll a d4 and add the number rolled to the ability check.

Equipment. You possess papers identifying you as an agent of your house. Enter this manually as a custom item.

Equipment. You start with the following equipment, in addition to the equipment granted by your background:
• any two simple weapons of your choice
• a light crossbow and 20 bolts
• your choice of studded leather armor or scale mail
• thieves' tools and a dungeoneer's pack
If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 x 10 gp to buy your equipment.

House Connections. As an agent of your house, you can always get food and lodging for yourself and your friends at a house enclave. When the house assigns you a mission, it will
usually provide you with the necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house, and you may encounter one of them
when you interact with a house business. The degree to which such acquaintances are willing to help you depends on your current standing in your house.

Magical Tinkering. At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have tinker's tools or other artisan's tools in hand. You then
touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
• The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
• 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.
• The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, 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, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of
objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately
ends, and then the new property applies.

Maker's Gift. You gain proficiency with one type of artisan's tools of your choice. Enter this manually.

Optional Rule: Firearm Proficiency. The secrets of creating and operating gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master
uses the rules on firearms in chapter 9 of the Dungeon Master's Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.

Optional Rule: Multiclassing. If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose artificer as one of your classes.
Ability Score Minimum. As a multiclass character, you must have at least an Intelligence score of 1 3 to take a level in this class, or to take a level in another class if you are already
an artificer.
Proficiencies Gained. If artificer isn't your initial class, here are the proficiencies you gain when you take your first level as an artificer: light armor, medium armor, shields, thieves'
tools, tinker's tools.
Spell Slots. Add half your levels (rounded up) in the artificer class to the appropriate levels from other classes to determine your available spell slots.

Ritual Casting. You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Smith's tools. You have proficiency with artisan's tools (Smith's tools).

Spell Slots at First Level. You have two 1st level spell slots at first level. These do not display properly until reaching level 2.

Spellcasting. You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don't appear to be
casting spells in a conventional way; you look as if you're producing wonders using mundane items or outlandish inventions.

TOOLS REQUIRED
You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell
with this Spellcasting feature. You must be proficient with the tool to use it in this way. See chapter 5, "Equipment," in the Player's Handbook for descriptions of these tools.
After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.

CANTRIPS (0-LEVEL SPELLS)


At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known
column of the Artificer table.
When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

PREPARING AND CASTING SPELLS


The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level
or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your
Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or
2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of
prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1
minute per spell level for each spell on your list.

SPELLCASTING ABILITY
Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your
Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast
and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier.

Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Making Spells table are added to the spell list of your spellcasting class.

MARK OF MAKING SPELLS


Spell Level Spells
lst identify, Tenser's floating disk
2nd continual flame, magic weapon
3rd conjure barrage, elemental weapon
4th fabricate, stone shape
5th creation.

Spellsmith. You know the mending cantrip. You can also cast the magic weapon spell with this trait. When you do so, the spell lasts for 1 hour and doesn't require concentration. Once
you cast the spell with this trait, you can't do so again until you finish a long rest. Intelligence is your spellcasting ability for these spells.

Tool Proficiency. You have proficiency with one type of artisan's tools of your choice.
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Fire Bolt Mage Hand Magic Weapon


Artificer - Evocation cantrip DC 14 Spell Mod +6 Artificer - Conjuration cantrip DC 14 Spell Mod +6 Human, Mark of Making Level 2 Transmutation DC
14 Spell Mod +6
1 Act. 120 ft V,S Inst 1 Act. 30 ft V,S 1 min 1 B.A. Touch V,S Conc, 1 hr

You hurl a mote of fire at a creature or object A spectral, floating hand appears at a point You touch a nonmagical weapon. Until the
within range. Make a ranged spell attack you choose within range. The hand lasts for spell ends, that weapon becomes a magic
against the target. On a hit, the target takes the duration or until you dismiss it as an weapon with a +1 bonus to attack rolls and
1d10 fire damage. A flammable object hit by action. The hand vanishes if it is ever more damage rolls. At Higher Levels. When you cast
this spell ignites if it isn’t being worn or than 30 feet away from you or if you cast this this spell using a spell slot of 4th level or
carried. This spell’s damage increases by 1d10 spell again. You can use your action to control higher, the bonus increases to +2. When you
when you reach 5th level (2d10), 11th level the hand. You can use the hand to manipulate use a spell slot of 6th level or higher, the bonus
(3d10), and 17th level (4d10). an object, open an unlocked door or container, increases to +3.
stow or retrieve an item from an open
container, or pour the contents out of a vial.
You can move the hand up to 30 feet each time
you use it. The hand can't attack, activate
magic items, or carry more than 10 pounds.

Mending
Human, Mark of Making - Transmutation cantrip
DC 14 Spell Mod +6
1 min Touch V,S,M Inst
Two lodestones

This spell repairs a single break or tear in an


object you touch, such as a broken chain link,
two halves of a broken key, a torn cloak, or a
leaking wineskin. As long as the break or tear
is no larger than 1 foot in any dimension, you
mend it, leaving no trace of the former
damage. This spell can physically repair a
magic item or construct, but the spell can't
restore magic to such an object.
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