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Artificier Criminal Robab

CLASS & LEVEL BACKGROUND PLAYER NAME


Victor Bedentione
Changeling Evil
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH am always calm, no matter what
13 +3 30 the situation. I never raise my
-2 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
voice or let my emotions control
me.
7 PERSONALITY TRAITS

Hit Point Maximum


Strength Chains are meant to be broken, as
DEXTERITY

+1 ●

3
Dexterity
Constitution
9 are those who would forge them

CURRENT HIT POINTS IDEALS


● 6
Intelligence
13 Wisdom
I will become the greatest
Charisma
CONSTITUTION
thief that ever lived.
SAVING THROWS
TEMPORARY HIT POINTS BONDS

+1
Acrobatics (Dex) Total
SUCCESSES I turn tail and run when
13
Animal Handling (Wis) FAILURES things look bad.
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
Athletics (Str)

+4 ●


5
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Unsettling Visage. When a
Dagger +1 1d4
18 Insight (Wis) creature you can see makes

5
Intimidation (Cha) Dagger +1 1d4 an attack roll against you, you
WISDOM Investigation (Int) can use your reaction to
Crossbow +1 1d8
● 4
Medicine (Wis) impose disadvantage on the
+2 ●

6
Nature (Int) Vial Of Acid, 5(splash)\20(thrown vial)ft, roll. You must use this feature
Gray Ooze and residue
14 Perception (Wis) before knowing whether the
Performance (Cha) Smokebomb, 30 ft range, 10 ft area of attack hits or misses.

6
Persuasion (Cha) smoke and 5 light, 1 minute, Air (Using this trait reveals your
CHARISMA
elemental whisp
Religion (Int) shapeshifting nature to any
+3 Sleight of Hand (Dex) Alchemist fire, 20ft, 1d4 fire dmg each creature within 30 feet that

4
Stealth (Dex)
turn until dc 10 dex save us complete, can see you. Once you use
17 fire elemental ember and oil
Survival (Wis) this trait, you can't use it
SKILLS ATTACKS & SPELLCASTING
again until you finish a short
or long rest.)
PASSIVE WISDOM (PERCEPTION) Crowbar
CP Dark Hooded clothes
Studded Leather Armor
20 Bolts
Common, Elvish, Gnomish SP
thieves tools
Alchemy set, Thief tools, Alchemist Supplies(two
simple weapons, tinkerer tools EP glass beakers, a metal
frame to hold a beaker in
place over an open flame, a
GP 15 glass stirring rod, a small
mortar and pestle, and a
PP pouch of common
alchemical ingredients,
including salt, powdered
iron, and purified water.)

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
23 5-6 ft 140
AGE HEIGHT WEIGHT
Hugo Bedentione
Preferred:Amber Preferred: Pale, Gray Varies
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Divergent Persona. You gain proficiency with one tool of your choice. Define a unique identity associated with that proficiency;
establish the name, race, gender, age, and other details. While you are in the form of this persona, the related proficiency bonus is
Victor, an arsonist, sociopath, and doubled for any ability check you make that uses that proficiency. Persona: Hugo Gerrel, Human, male, 46, Alchemist, alchemy
proficiency is doubled(+4)
an infatiuation in playing with
chemicals. Being a changeling he 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
found joy in decieving, scaring, and 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.
blackmailing people out of money Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message
as it gave feeling of power. 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
However you cannot simply lie and 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,
cheat through everything, so Victor or a mixture of these elements, as you like.
found interest in burning, melting, 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
and poisoining creatures and 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
people who he could not mend with then the new property applies.
his words. His parents ran a clinic
and gave Victor a happy home until
he burned their home down as the
first victim of his pyromania and
disliking of his parents wanting his
thug like activities to stop. He took
on his fathers identity, Hugo, as a ADDITIONAL FEATURES & TRAITS
cover for being allowed to practice
with chemicals and medicine legally
and avoid fingers being pointed at
him(can simply alter id any way) as
Victor was considered dead saying
only his mother and himself died in
the fire while the father lived saying
it was a kitchen fire.

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Artificier int 14 6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Poison Spray
Fire bolt

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

Cure Wounds

False Life
4
SPELLS KNOWN

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

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