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Artificer 1 Guild Artisan

CLASS & LEVEL BACKGROUND FACTION


Smith
Warforged
CHARACTER NAME RACE ALIGNMENT DCI# or XP

INSPIRATION
You try to apply wartime discipline to every situation.
STRENGTH

+1
Alertness
ARMOR
+2 I'm well known for my work, and I want to make sure
everyone appreciates it. I'm always taken aback
CLASS
+2 PROFICIENCY BONUS INITIATIVE SPEED when people haven't heard of me.

12 PERSONALITY TRAITS

Hit Point Maximum 11


+1 Strength
DEXTERITY
+2 Dexterity Greed. I'm only in it for the
money.
+2 ●


+5

+6
Constitution
Intelligence
CURRENT HIT POINTS IDEALS

14 +2 Wisdom
One day I will return to my guild and
+2 Charisma
prove that I am the greatest artisan of
CONSTITUTION SAVING THROWS them all.
TEMPORARY HIT POINTS BONDS

+3 E P
Acrobatics (Dex) Total 1
+2 SUCCESSES I'm horribly jealous of anyone who can
16 Animal Handling (Wis) outshine my handiwork. Everywhere I
+2
1d8 FAILURES
go, I'm surrounded by rivals.
+4 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +1 Athletics (Str)

+4 +2

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

19 ● +4 Insight (Wis)
+2 Intimidation (Cha)

WISDOM +4 Investigation (Int)


+2 Medicine (Wis)
+2 +4 Nature (Int)
+2 Perception (Wis)
14
+2 Performance (Cha)
● +4 Persuasion (Cha)
CHARISMA
+4 Religion (Int)

+2 +2 Sleight of Hand (Dex)


+2 Stealth (Dex)
14 +2 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

12 PASSIVE WISDOM (PERCEPTION)


Tinker's Tools
CP
Alchemist's Tools
SP Smith's tools
Common, Draconic
Thieves' Tools
EP Jeweler's Tools

GP 15

PP

OTHER PROFICIENCIES & LANGUAGES FEATURES & TRAITS


AGE HEIGHT WEIGHT
Smith
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Constructed Resilience.-You were Integrated Protection. Your body has built-in


created to have remarkable fortitude, defensive layers, which can be enhanced with
armor:
represented by the following benefits:
• You gain a +l bonus to Armor Class.
You have advantage on saving throws You can don only armor with which you have
against being poisoned, and you have proficiency.
resistance to poison damage. To don armor, you must incorporate it into your
• You don't need to eat, drink, or breathe. body over the course of 1 hour, during which
• You are immune to disease. you
remain in contact with the armor. To doff armor,
• You don't need to sleep, and magic
you must spend 1 hour removing it. You can
can't put you to sleep. rest while donning or doffing armor in this way.
Sentry's Rest.- When you take a long • While you live, your armor can't be removed
rest, you must spend at least six hours in from your body against your will.
an inactive, motionless state, rather than Specialized Design.- You gain one skill
sleeping. In this state, you appear inert, proficiency
but it doesn't render you unconscious, and one tool proficiency of your choice.
Languages. -You can speak, read, and write
and you can see and hear as normal. Common and one other language of your
choice.

ADDITIONAL FEATURES & TRAITS

Feature: Guild Membership (Tinker)


As an established and respected member of a guild, you can
rely on certain benefits that membership provides. Your fellow
guild members will provide you with lodging and food if
necessary, and pay for your funeral if needed. In some cities
and towns, a guildhall offers a central place to meet other
members of your profession, which can be a good place to
meet potential patrons, allies, or hirelings.

Guilds often wield tremendous political power. If you are


accused of a crime, your guild will support you if a good case
can be made for your innocence or the crime is justifiable. You
can also gain access to powerful political figures through the
guild, if you are a member in good standing. Such connections
might require the donation of money or magic items to the
guild's coffers.

You must pay dues of 5 gp per month to the guild. If you miss
payments, you must make up back dues to remain in the
guild's good graces.

CHARACTER BACKSTORY
Int 14 6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Guidance
Message

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR Absorb Elements
ED
PR

Sanctuary
Alarm
4
Catapult
Cure Wounds
Detect Magic
SPELLS KNOWN

Disguise Self
Identify
Faerie Fire
Feather FAll
Snare
8
Grease
Expeditious Retreat

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