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Artificer (1) Charlatan Isaiah

CLASS & LEVEL BACKGROUND PLAYER NAME


Corvus Corax
Crow Chaotic Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH scam: SNAKE OIL SALESMAN
19 +3 30 I constantly invent stories
14 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
about my past. I’ve told so many that
I’ve forgotten which is true.
+2 PERSONALITY TRAITS

Hit Point Maximum 18


+2 Strength
DEXTERITY Deception is a weapon. Strike from

16 ●
+3 Dexterity
+5 Constitution
9 where your foes won't expect.
CURRENT HIT POINTS IDEALS
● +7 Intelligence
+3 +2 Wisdom
i may not treat people kindly because i have seen the
+3 Charisma worst in people from a someone in my past. i cant stand
to see someone mistreating or abusing an animal.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
16
+3 Acrobatics (Dex) SUCCESSES i care little of what others think of me
+3 +2 Animal Handling (Wis)
1x(1d8+3) leading to me reacting however i want.
FAILURES

+5 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE +2 Athletics (Str)

20 ● +5 Deception (Cha)
+5 History (Int)
NAME ATK BONUS DAMAGE/TYPE

Crossbow, heavy +5 1d10+3 piercing Dungeoneer's Pack


+5 +2 Insight (Wis)
Scale mail
+3 Intimidation (Cha) Greataxe +2 1d12+2 slashing
Shield
WISDOM ● +7 Investigation (Int)
+2 Medicine (Wis)
Thieves' Tools
14 +5 Nature (Int)
Tinker's Tools
Number of Attacks: 1
● +4 Perception (Wis)
+2 INFUSIONS
+3 Performance (Cha)
+3 Persuasion (Cha)
Enhanced Defense +1 AC
CHARISMA
+5 Religion (Int)
Enhanced Weapon +1
17 ● +5 Sleight of Hand (Dex)
WEPON
+3 Stealth (Dex)
Armblade
+3
+2 Survival (Wis)
Item: A suit of armor or robes
(requires attunement)
SKILLS ATTACKS & SPELLCASTING
The infused item can send a
jolt to the wearer to refocus
14 PASSIVE WISDOM (PERCEPTION)
CP 25 Ratoins 2 their mind. While wearing this
rope infused item, whenever the
Tool Proficiencies: Disguise Kit; Forgery SP creature fails a Constitution
Kit; Thieves' Tools; Tinker's Tools saving throw to maintain
EP
Weapon Proficiencies: Crossbow, hand;
concentration on a spell, it
Crossbow, heavy; Simple can use its reaction to
GP 65 succeed instead.
Armor Proficiencies: Light; Medium;
Shields PP

Language Proficiencies: Common;


Corvid

OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
? 6'6 350
AGE HEIGHT WEIGHT
Corvus Corax
green pale none
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Corvus Corax may seem like a normal person apart for his body
modifications he is not. Corvus is a raven who started life as an egg in a
wizards laboratory in the Fvenwind Forest. He grew up never knowing the
warmth of sunlight or fresh outside air. the wizard originally studied magic in
the nearby town of Helavena but he was kicked out of town due to his cruel
experiments. Corvus was crammed in small cages with others of his kind,
was malnourished and was used in many cruel experiments. Corvus was
born into his life of captivity in a wizards laboratory who was researching the
origins of magic. The cruel wizard did many experiments in attempt to
imbue animals with the ability to use magic. While in this lab Corvus saw the
horrible aftermath of the wizards experiments in which no animal test
subjects ever survived. one day Corvus' time for the wizard to try to imbue
him with magic came. he tried to fight of the lab assistant but he was weak.
Corvus was strapped to a strange contraption just like so many subjects
before, he was expecting to meet his demise. The contraption started to
whir and gears started to clank than there was flash of light and Corvus was
knocked out. When he came to Corvus was alive he was the first success
he found himself with improved intelligence and the ability to speak and
understand common. Being the fist success he was treated much better and
the wizard taught him basic harmless spells and quickly became more
intelligent. By observing the scientist he discovered the location of
combustible materials used for experiments and used firebolt to cause an
explosion. He made his escape with one of the wizards books and a power
stone from the strange contraption. the book Corvus took was notes on how
to master artificery which Corvus read. Fearing his eventual recapture he
built a mechanical suit and took on the human identity Corvus Corax.
adapting to human life was difficult but he eventually found work as a
mercenary because of his huge stature due to his suit being built larger than
a normal person due to only ever seeing 3 people.

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Artificer
Intelligence 15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Fire Bolt
Mending

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

● Cure Wounds

● Detect Magic
4
● Sanctuary

● Longstrider
SPELLS KNOWN

● Jump

● Identify

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

---------------Actions--------------
Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you
make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma
(Deception) check.
.

-----------Other Traits------------
Integrated Protection. Your body has built-in defensive layers, which can be enchanced with armor.
- You gain a +1 bonus to Armor Class.
- You can don only armor with which you have proficiency. To don armor, you must incorporate it into your
body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you
must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
- While you live, your armor can't be removed from your body against your will.

Magical Tinkering. At 1st level, you learn how to invest a spark of magic in objects that would otherwise be
mundane. To use this ability, you must 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 give the magic of this feature to multiple objects, touching one object each time you use the
feature, and a single object can bear only one of the properties at a time. The maximum number of objects
you can affect with the 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.
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Fire Bolt Mending


Artificer - Evocation cantrip DC 15 Spell Mod +7 Artificer - Transmutation cantrip DC 15 Spell Mod
+7
1 Act. 120 ft V,S Inst 1 min Touch V,S,M Inst
Two lodestones

You hurl a mote of fire at a creature or object This spell repairs a single break or tear in an
within range. Make a ranged spell attack object you touch, such as a broken chain link,
against the target. On a hit, the target takes two halves of a broken key, a torn cloak, or a
1d10 fire damage. A flammable object hit by leaking wineskin. As long as the break or tear
this spell ignites if it isn’t being worn or is no larger than 1 foot in any dimension, you
carried. This spell’s damage increases by 1d10 mend it, leaving no trace of the former
when you reach 5th level (2d10), 11th level damage. This spell can physically repair a
(3d10), and 17th level (4d10). magic item or construct, but the spell can't
restore magic to such an object.
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