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STEALTH DISADVANTAGE
14 +2 Wisdom
-4 Charisma
41 3d8
early.You can bestow magic on up to 4 objects.
41
CONDITIONAL touch a nonmagical object and imbue it with one of your
+2 artificer infusions, turning it into a magic item.Your
infusion remains in an item indefinitely, but when you
die, the infusion vanishes after 4 days have passed.You
CURRENT HIT POINTS
can infuse up to 2 nonmagical objects at the end of a long
CONSTITUTION DEATH SAVING THROWS
rest.
SAVING THROWS
Enhanced Defense. You can infuse a suit of armor or a
18 N
CIE C
+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
shield into a +1 armor or a +1 shield.
Returning Weapon. You can infuse a simple or martial
Y
PROFI
EXPE
20 ✘
✘
+8 History (Int)
+5 Insight (Wis)
The Right Tool for the Job. With tinker’s tools in hand,
you can magically create one set of artisan’s tools in an
unoccupied space within 5 feet of you. This creation
-4 Intimidation (Cha) SPEED, SENSES, & CONDITIONS requires 1 hour of uninterrupted work.
+5 ✘ +8 Investigation (Int) Battle Ready. When you attack with a magic weapon,
+2 Medicine (Wis) Constructed Resilience. You have advantage on saving you can use your Intelligence modifier, instead of
throws against being poisoned, and you have resistance Strength or Dexterity modifier, for the attack and damage
WISDOM +5 Nature (Int) to poison damage.You don’t need to eat, drink, or rolls.
breathe.You are immune to disease.You don’t need to
14 ✘ +5 Perception (Wis)
-4 Performance (Cha)
sleep, and magic can’t put you to sleep.
Sentry’s Rest. When you take a long rest, you must
Steel Defender. In combat, the steel defender shares
your initiative count, but it takes its turn immediately
after yours. It can move and use its reaction on its own,
-4 Persuasion (Cha) spend at least six hours in an inactive, motionless state, but the only action it takes on its turn is the Dodge
+2 +5 Religion (Int)
rather than sleeping. In this state, you appear inert, but action, unless you take a bonus action on your turn to
it doesn’t render you unconscious, and you can see and command it to take one of the actions in its stat block or
+2 Sleight of Hand (Dex)
hear as normal. the Dash, Disengage, Help, Hide, or Search action.If the
mending spell is cast on it, it regains 2d6 hit points. If it
CHARISMA +2 Stealth (Dex) Integrated Protection. You can don only armor with has died within the last hour, you can use your smith’s
which you have proficiency. To don armor, you must tools as an action to revive it, provided you are within 5
3 +2 Survival (Wis)
SKILLS
incorporate it into your body over the course of 1 hour,
during which you remain in contact with the armor. To
doff armor, you must spend 1 hour removing it. You can
feet of it and you expend a spell slot of 1st level or
higher. The steel defender returns to life after 1 minute
with all its hit points restored.At the end of a long rest,
rest while donning or doffing armor in this way.While you can create a new steel defender if you have your
-4 16 PASSIVE PERCEPTION you live, your armor can’t be removed from your body smith’s tools with you.
against your will.
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
The Stout Folk are well known for their artisanship and the worth of their handiworks, and you have been trained in that
ancient tradition. For years you labored under a dwarf master of the craft, enduring long hours. and dismissive, sour-
tempered treatment in order to gain the fine skills you possess today.
I always want to know how things work and what
makes people tick. You are most likely a dwarf, but not necessarily- particularly in the North, the shield dwarf clans learned long ago that
I’m full of witty aphorisms and have a proverb for only proud fools who are more concerned for their egos than their craft turn away promising apprentices, even those of
every occasion.
other races. If you aren’t a dwarf, however, you have taken a solemn oath never to take on an apprentice in the craft: it is
not for nondwarves to pass on the skills of Moradin’s favored children. You would have no difficulty, however, finding a
dwarf master who was willing to receive potential apprentices who came with your recommendation.
PERSONALITY TRAITS
IDEAL
BOND
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
0 0 0 0 0
lb / 165 lb 330 lb
battle axe, flail, morning star, white crossbow, silver crossbow bolts, deck of cards (taroka), 3 sets of fine
clothes and 2 sets of travellers clothes, arlequin mask, shovel, 2 pergaminhos
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Steel Defender Steel Defender
MAXIMUM HIT DICE TEMPORARY Might of the Master. The following numbers increase by 1
21 when your proficiency bonus increases by 1: the defender’s
skill and saving throw bonuses, the bonuses to hit and
damage of its rend attack, and the number of hit points
4 10 6
-3 +0 -2
CREATURE STATISTICS TRAITS & ACTIONS
Intelligence +6+1 15 5
1ST LEVEL 3 SPELL SLOTS ● Heroism (Always Prepared) ● Shield (Always Prepared)
Absorb Elements Alarm Catapult
Cure Wounds Detect Magic Disguise Self
Expeditious Retreat Faerie Fire False Life
Feather Fall Grease Identify
Jump Longstrider Purify Food and Drink
Sanctuary Snare
Heroism Shield
1st-level enchantment 1st-level abjuration
A willing creature you touch is imbued with bravery. Until the spell Reaction trigger: You are hit by an attack or targeted by the magic
ends, the creature is immune to being frightened and gains missile spell An invisible barrier of magical force appears and protects
temporary hit points equal to your spellcasting ability modifier at the you. Until the start of your next turn, you have a +5 bonus to AC,
start of each of its turns. When the spell ends, the target loses any including against the triggering attack, and you take no damage from
remaining temporary hit points from this spell. magic missile.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, you can target one additional creature for each slot
level above 1st.
Battle Smith Spells (Artificer) Player’s Handbook Battle Smith Spells (Artificer) Player’s Handbook