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Artificer 1 Izzet Engineer Rayan

CLASS & LEVEL BACKGROUND PLAYER NAME


Bomof Roogs (Anecdote)
Rock Gnome Lawful Neutral 0
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I have a hard time staying focused
16 +2 25 on ... oh, and my brain tends to jump
+2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
from one ... did I mention focus?

14 PERSONALITY TRAITS

Hit Point Maximum 9


+2 Strength
DEXTERITY Discovery. I value unearthing
+2
+2 Dexterity
+1 Constitution
9 all of this world's mysteries
CURRENT HIT POINTS IDEALS
● +5 Intelligence
14 ● +2 Wisdom
I have the schematics for an invention that I
● +1 Charisma hope to build one day, once I have the
CONSTITUTION necessary resources.
SAVING THROWS
TEMPORARY HIT POINTS BONDS
+1
+2 Acrobatics (Dex) SUCCESSES
If there's a plan, I'll probably forget it.
12 +0 Animal Handling (Wis)
1x(1d8+1) If I don't forget it, I'll probably ignore it.
FAILURES
● +5 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +2 Athletics (Str)

+3 ●
-1 Deception (Cha)
+5 History (Int)
NAME ATK BONUS DAMAGE/TYPE

Quarterstaff +4 1d6+2bludgeoning Bolts x20


16 +0 Insight (Wis)
Dungeoneer's pack
-1 Intimidation (Cha) Light Crossbow +4 1d8+2 piercing
Scale Mail (equipped)
WISDOM ● +5 Investigation (Int)
+0 Medicine (Wis)
Handaxe +4 1d6+2 slashing Thieves' tools
+0 +3 Nature (Int)
Number of Attacks: 1
Izzet insignia
Jeweler's tools
+0 Perception (Wis) Handaxe. Melee; Light, Thrown
11 Charred and twisted remains
-1 Performance (Cha)
(20/60) of a failed experiment
-1 Persuasion (Cha) Light Crossbow. Ranged
CHARISMA
+3 Religion (Int)
Hammer
(80/320), Ammunition; Loading,
-1 Block and tackle
● +4 Sleight of Hand (Dex) Two-handed.
+2 Stealth (Dex) Quarterstaff. Melee; Versatile
Set of common clothes
8
+0 Survival (Wis) (1d8) Belt Pouch
SKILLS ATTACKS & SPELLCASTING

10 PASSIVE WISDOM (PERCEPTION)


CP

SP
Tool Proficiencies: Thieves' tools;
Tinker's tool; Jeweler's tools; Smith's
tools EP

Weapon Proficiencies: Simple GP 5


Armor Proficiencies: Light; Medium;
Shields PP

Language Proficiencies: Common;


Gnomish; Vedalken
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
347 3'2 (S) 41 lbs
AGE HEIGHT WEIGHT
Bomof Roogs
Black Pinkish White
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Born among the peaceful Roogs Gnome clan I was always intrigued by
tinkering. I was never much of an extrovert and preferred staying home to play
with clockwork toys and figure out how they worked. By the age of 23 I was
already the clan's crafter. Around the age of 52 I was approached by the Izzet
League, they found me when a group of their researchers for passing by our
town seeking shelter. They offered me a position within their ranks that would
offer me a way larger spectrum of discovery. I was so curious of discovering
new things away from my clan that I agreed. As an Izzet Engineer, I was taught
how to craft new and different things but also how to infuse artifact with magic
and use them for protection. I participated in a few guild battles using my
inventions and their magic. After many victories and even more discoveries, I
was assigned my own team of researchers as a Supervisor and I have to say
we were I achieving great things, not only for the guild, but for the world. I was
eventually offered a position as a director in the guild, but being part of the
board was never what I wanted, what I strove for was discovering everything
that this world had to offer. Through my years with the guild I started working on
blueprints for an artifact that would change the way we see the world, an artifact
that create a connection between the planes of existence, perhaps even bend
time at will. The guild saw it as a weapon for their wars rather it being a
discovery for the world. When I disapproved of their ways, they took my plans
and blueprints from me only to assign me with amateur research. I decided it
was time for me to leave the Izzet League and begin this research on my own.
Unfortunately, the board didn't take it very well and accused me of being a
traitor to the guild. After all these years, I was going to be killed by the ones who
nurtured me, I had to run away, Niv-Mizzet is a great scientist but not a merciful
Dragon. I went on to work on the artifact alone, but without my blueprints and
laboratories, it was near impossible for me but I can not let the guild beat me to
it. It's been 112 years since I left the guild, and I am still seeking a way to
advance in my research. I roam the lands looking for magical devices that I can
study that might lead me to my life's work.

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Artificer
Intelligence 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Create Bonfire
Guidance

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 0 7
EPAR
SPELL NAME
ED
PR

● Identify

● Catapult
4
● False Life

● Absorb Elements
SPELLS KNOWN

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

Darkvision 60ft.

---------------Actions--------------
Magical Tinkering. You have must tinker’s tools, or other artisan’s tools in hand. Touch a Tiny nonmagical
object as an action and give it one of the following magical properties of your choice:
Light in a 5-foot radius and dim light for an additional 5 feet.
6 seconds long recording.
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.
Max number: Intelligence mod

----------Bonus Actions----------

-----------Other Traits------------

--------------Racial-----------------
Artificer's Lore. Whenever you make an Intelligence (History) check related to magical, alchemical, or
technological items, you can add twice your proficiency bonus instead of any other proficiency bonus that
may apply.

Tinker. You have proficiency with artisan tools (tinker's tools). Using those tools, you can spend 1 hour and
10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function
after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your
action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three
such devices active at a time. When you create a device, choose one of the following options:

Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or
soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a
random direction. It makes noises as appropriate to the creature it represents.

Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or
campfire. Using the device requires your action.

Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing
when it reaches the song's end or when it is closed.
--------------Armor-----------------
Disadvantage on Stealth
Page 1

Alarm (ritual) Burning Hands Chill Touch


Wizard Level 1 Abjuration DC 11 Spell Mod +3 Wizard Level 1 Evocation DC 11 Spell Mod +3 Wizard - Necromancy cantrip DC 11 Spell Mod +3
1 min 30 ft V,S,M 8 hrs 1 Act. Self V,S Inst 1 Act. 120 ft V,S 1 Rnd
A tiny bell and a piece of fine silver wire

You set an alarm against unwanted intrusion. As you hold your hands with thumbs touching You create a ghostly, skeletal hand in the
Choose a door, a window, or an area within and fingers spread, a thin sheet of flames space of a creature within range. Make a
range that is no larger than a 20-foot cube. shoots forth from your outstretched ranged spell attack against the creature to
Until the spell ends, an alarm alerts you fingertips. Each creature in a 15-foot cone assail it with the chill of the grave. On a hit,
whenever a Tiny or larger creature touches or must make a Dexterity saving throw. A the target takes 1d8 necrotic damage, and it
enters the warded area. When you cast the creature takes 3d6 fire damage on a failed can't regain hit points until the start of your
spell, you can designate creatures that won't save, or half as much damage on a successful next turn. Until then, the hand clings to the
set off the alarm. You also choose whether the one. The fire ignites any flammable objects in target. If you hit an undead target, it also has
alarm is mental or audible. A mental alarm the area that aren't being worn or carried. At disadvantage on attack rolls against you until
alerts you with a ping in your mind if you are Higher Levels. When you cast this spell using a the end of your next turn. This spell's damage
within 1 mile of the warded area. This ping spell slot of 2nd level or higher, the damage increases by 1d8 when you reach 5th level
awakens you if you are sleeping. An audible increases by 1d6 for each slot level above 1st. (2d8), 11th level (3d8), and 17th level (4d8).
alarm produces the sound of a hand bell for 10
seconds within 60 feet.

Color Spray Comprehend Languages (ritual) Dancing Lights


Wizard Level 1 Illusion DC 11 Spell Mod +3 Wizard Level 1 Divination DC 11 Spell Mod +3 Wizard - Evocation cantrip DC 11 Spell Mod +3
1 Act. Self V,S,M 1 Rnd 1 Act. Self V,S,M 1 hr 1 Act. 120 ft V,S,M Conc, 1 min
A pinch of powder or sand that is colored red, yellow, A pinch of soot and salt A bit of phosphorus or wychwood, or a glowworm
and blue

A dazzling array of flashing, colored light For the duration, you understand the literal You create up to four torch-sized lights within
springs from your hand. Roll 6d10; the total is meaning of any spoken language that you range, making them appear as torches,
how many hit points of creatures this spell can hear. You also understand any written lanterns, or glowing orbs that hover in the air
effect. Creatures in a 15-foot cone originating language that you see, but you must be for the duration. You can also combine the
from you are affected in ascending order of touching the surface on which the words are four lights into one glowing vaguely
their current hit points (ignoring unconscious written. It takes about 1 minute to read one humanoid form of Medium size. Whichever
creatures and creatures that can't see). page of text. This spell doesn't decode secret form you choose, each light sheds dim light in
Starting with the creature that has the lowest messages in a text or a glyph, such as an a 10-foot radius. As a bonus action on your
current hit points, each creature affected by arcane sigil, that isn't part of a written turn, you can move the lights up to 60 feet to a
this spell is blinded until the spell ends. language. new spot within range. A light must be within
Subtract each creature's hit points from the 20 feet of another light created by this spell,
total before moving on to the creature with the and a light winks out if it exceeds the spell's
next lowest hit points. A creature's hit points range.
must be equal to or less than the remaining
total for that creature to be affected. At Higher
Levels. When you cast this spell using a spell
slot of 2nd level or higher, roll an additional
2d10 for each slot level above 1st.

Detect Magic (ritual) Disguise Self Fire Bolt


Wizard Level 1 Divination DC 11 Spell Mod +3 Wizard Level 1 Illusion DC 11 Spell Mod +3 Wizard - Evocation cantrip DC 11 Spell Mod +3
1 Act. Self V,S Conc, 10 mins 1 Act. Self V,S 1 hr 1 Act. 120 ft V,S Inst

For the duration, you sense the presence of You make yourself—including your clothing, You hurl a mote of fire at a creature or object
magic within 30 feet of you. If you sense magic armor, weapons, and other belongings on within range. Make a ranged spell attack
in this way, you can use your action to see a your person— look different until the spell against the target. On a hit, the target takes
faint aura around any visible creature or ends or until you use your action to dismiss it. 1d10 fire damage. A flammable object hit by
object in the area that bears magic, and you You can seem 1 foot shorter or taller and can this spell ignites if it isn’t being worn or
learn its school of magic, if any. The spell can appear thin, fat, or in between. You can't carried. This spell’s damage increases by 1d10
penetrate most barriers, but it is blocked by 1 change your body type, so you must adopt a when you reach 5th level (2d10), 11th level
foot of stone, 1 inch of common metal, a thin form that has the same basic arrangement of (3d10), and 17th level (4d10).
sheet of lead, or 3 feet of wood or dirt. limbs. Otherwise, the extent of the illusion is
up to you. The changes wrought by this spell
fail to hold up to physical inspection. For
example, if you use this spell to add a hat to
your outfit, objects pass through the hat, and
anyone who touches it would feel nothing or
would feel your head and hair. If you use this
spell to appear thinner than you are, the hand
of someone who reaches out to touch you
would bump into you while it was seemingly
still in midair. To discern that you are
Page 1 (reverse)

Disguise Self (reverse)


disguised, a creature can use its action to
inspect your appearance and must succeed on
an Intelligence (Investigation) check against
your spell save DC.

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