You are on page 1of 6

Level 4 Warforged Artificer, Battle Smith 900

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Will Smith
Clan Crafter LE Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Magical Tinkering. You must have tinker’s tools or other


STRENGTH Half Plate 21 artisan’s tools in hand. You touch a Tiny nonmagical
object as an action and give it one of the following
PROFICIENCY BONUS +3
11
SHIELD magical properties of your choice:The object sheds bright
AC
light in a 5-foot radius and dim light for an additional 5
feet.Whenever tapped by a creature, the object emits a
N
CIE C Integrated Protection (1) recorded message (no more than 6 seconds long) that
+0 Strength
Y
PROFI

+0 can be heard up to 10 feet away.The object continuously


emits your choice of an odor or a nonverbal sound. The
+2 Dexterity
chosen phenomenon is perceivable up to 10 feet away.A
✘ +7 Constitution ARMOR CLASS static visual effect appears on one of the object’s
DEXTERITY surfaces.The chosen property lasts indefinitely. As an
✘ +8 Intelligence action, you can touch the object and end the property
MAXIMUM HIT DICE TEMPORARY

14 +2 Wisdom

-4 Charisma
41 3d8
early.You can bestow magic on up to 4 objects.

Infuse Item. Whenever you finish a long rest, you can

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

weapon with the thrown property into a returning


RT

EXPE

+2 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION weapon.


+4 ✘ +8 Arcana (Int)
Enhanced Weapon. You can infuse a simple or martial
weapon into a +1 weapon.
+0 Athletics (Str) Resistances. Poison Repeating Shot. You can infuse a simple or martial
weapon with the ammunition property into a repeating
INTELLIGENCE -4 Deception (Cha) weapon.

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

INITIATIVE +3 2 Attack / Attack Action


RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Warhammer +9 1d8 or 1d10 +6/Bludgeoning
Versatile

Long bow 150/600 +9 1d8+6/Piercing FEATURES & TRAITS

Trident 20/60 +9 1d6+6/piercing Armor Proficiencies. Light Armor, Medium Armor,


Shields
Weapon Proficiencies. Simple Weapons, Martial
Weapons
Tool Proficiencies. Smith’s tools, Cook’s utensils,
Woodcarver’s tools, Cobbler’s tools, Thieves’ tools,
Tinker’s tools
Languages. Common, Draconic, Aarakocra

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 3 6'10 318
GENDER AGE HEIGHT WEIGHT
Will Smith green bronze none
CHARACTER NAME EYES SKIN HAIR

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

Aspiration. I work hard to be the best there is at my


craft.

IDEAL

One day I will return to my guild and prove that I am


the greatest artisan of them all.

BOND

I’m horribly jealous of anyone who can outshine my


handiwork. Everywhere I go, I’m surrounded by
rivals.

FLAW BACKGROUND STORY

Respect of the Stout Folk


As well respected as clan crafters are among
outsiders, no one esteems them quite so highly as
dwarves do. You always have free room and board in
any place where shield dwarves or gold dwarves
dwell, and the individuals in such a settlement might
vie among themselves to determine who can offer
you (and possibly your compatriots) the finest
accommodations and assistance.

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

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

lb / 165 lb 330 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

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

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Steel Defender Steel Defender

Steel Defender CREATURE OWNER

Medium construct, neutral 1


COMPANION NAME SIZE & TYPE, & ALIGNMENT CHALLENGE

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

21 restored by its Repair action.

Vigilant. The defender can’t be surprised.


CURRENT HIT POINTS
DEATH SAVING THROWS
Force-Empowered Rend. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target you can see. Hit: 1d8 + 2 force
damage.
PROFICIENCY INITIATIVE
2 +1 15 Repair (3/Day). The magical mechanisms inside the
defender restore 2d8 + 2 hit points to itself or to one
construct or object within 5 feet of it.
SPEED
AC
40 ft. Deflect Attack. The defender imposes disadvantage on the
COMPANION attack roll of one creature it can see that is within 5 feet of
Saving Throws. Dexterity +3, Constitution +4 it, provided the attack roll is against a creature other than
the defender.
STRENGTH DEXTERITY CONSTITUTION Skills. Athletics +4, Perception +4

14 12 14 Damage Immunities. poison

Condition Immunities. charmed, exhaustion, poisoned

+2 +1 +2 Senses. darkvision 60 ft., passive Perception 14

Languages. understands the languages you speak


INTELLIGENCE WISDOM CHARISMA

4 10 6
-3 +0 -2
CREATURE STATISTICS TRAITS & ACTIONS
Intelligence +6+1 15 5

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Artificer, Battle Smith

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

CASTING TIME 1 action CASTING TIME 1 reaction


RANGE Touch RANGE Self
DURATION Concentration, up to 1 minute DURATION 1 round
COMPONENTS V, S COMPONENTS V, S

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

You might also like