You are on page 1of 3

Artificer Armorer 6 Hermit Nate Ruble

Janus Medax CLASS & LEVEL BACKGROUND PLAYER NAME

Warforged Neutral Good 17115


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION

17 +1
STRENGTH I have a very poor understanding of age, time,
30 feet
+3
and social rules
ARMOR Actively hates golems, because of an accident
+3 PROFICIENCY BONUS CLASS INITIATIVE SPEED
during training
14 PERSONALITY TRAITS

Hit Point Maximum 51


+2 Strength

0
DEXTERITY +1 Dexterity
Understanding the world around you brings
greater power than anything wealth can buy.
+1 ●


+5

+7
Constitution
Intelligence
CURRENT HIT POINTS IDEALS

12 +0 Wisdom
-1 Charisma
I owe my life to the artificer who repaired me
and will do anything to get them back to safety.
CONSTITUTION SAVING THROWS

+2
TEMPORARY HIT POINTS BONDS

+1 Acrobatics (Dex) Total 5d8 SUCCESSES I am paranoid of people and what they might do if they
14
5
+0
found out what I was. This extends to day to day life where I
Animal Handling (Wis) FAILURES ● ● ● will take unnecessary precautions to ensure privacy
● +7 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +2 Athletics (Str)

+4 -1

+4
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Constructed Resilience.
Club +4 1d4 + 2 bludgeoning You were created to have remarkable fortitude, represented by
18 ● +3 Insight (Wis)
the following benefits:
+2 Str Intimidation (Cha) Handaxe* +5 1d6 + 3 slashing - You have advantage on saving throws against being
poisoned, and you have resistance to poison damage.
WISDOM +4 Investigation (Int)
- You don’t need to eat, drink, or breathe.
Light Crossbow** +3 1d8 + 1 piercing
+0
● +7 Int Medicine (Wis) - You are immune to disease.
- You don't need to sleep, and magic can't put you to sleep.
+4 Nature (Int)
● +3 Perception (Wis)
* Thrown (range 20/60), Returning Sentry's Rest.
11
-1 Performance (Cha) Weapon, Silver Plated When you take a long rest, you must spend at least six hours
in an inactive, motionless state, rather than sleeping. In this
-1 Persuasion (Cha) **Ammunition (range 80/320) state, you appear inert, but it doesn’t render you unconscious,
CHARISMA and you can see and hear as normal.
+7 Religion (Int)
-1

● +4 Sleight of Hand (Dex) Integrated Protection.


Your body has built-in defensive layers, which can be
+1 Stealth (Dex) enhanced with armor.
8 +0 Survival (Wis) - You gain a +1 bonus to Armor Class.
- You can don only armor with which you have proficiency. To
SKILLS ATTACKS & SPELLCASTING don armor, you must incorporate it into your body over the
course of 1 hour, during which you must remain in contact
with the armor. To doff armor, you must spend 1 hour
13 PASSIVE WISDOM (PERCEPTION) - Handaxe
- Light crossbow
removing it. You can rest while donning or doffing armor in
this way.
CP - 20 crossbow bolts
- Ring Mail - While you live, your armor can't be removed from your body
- Common clothes w/ hood and gloves
- Wooden Shield against your will.

Proficiencies: alchemist's tools, light armor, medium


SP
2 - Metal mask
- Potion of gaseous form
- Dungeoneer’s pack Armorer Specialization
armor, heavy armor,shields, simple weapons, hand - Wooden Mask
- Cool Whisk
crossbows, heavy crossbows, thieves’ tools, tinker’s EP - Broken Ring of Shooting Stars 4 charges
Infusions:
- Orb of time
tools, herbalism kit, smith's tools - Orb of direction - Boots of winding path **
- Bronze Ring
- Thieves’ tools - Spell-Refueling Ring **
GP 72 - Herbalism kit
- Tinker's tools
- Smith's tools
- Radiant Weapon
- Replicate Magic Item (Bag of Holding) **
- ID card
- Scroll case filled w/ notes - Enhanced Defense
PP - Book on magic rings
- Book on summoning
- Enhanced Weapon
- Letter from Immeral
- Hill Giant Jaw Bone
- Map of the mountains north of daybreak

Common, Elvish, Dwarvish - Immeral's notes


- Amulet of Immeral
Current Weight: 202(BH:72)
- Shapeable crystal Max Weight: 210

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
12 6' 3" 295
Janus Medax
AGE HEIGHT WEIGHT

Deep glowing green N/A N/A


CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

On my head is an impossibly intricate indentation of a dragon guarding an


Janus remembers nothing from before he
was found broken down in an abandoned apple tree. Which is the mark of Immeral.
fortress by a hermit master artificer
named Immeral Medax, they fixed him up
to be their apprentice and gave him the
name. Being a warforged he rarely left the
house and when he did he was told by
Immeral to cover my face and hide what I
was.

Years later the house was broken into and


ransacked, after going downstairs he was
spotted and knocked unconscious. When
he awoke Immeral was gone, along with
anything of value. he have left in search
ADDITIONAL FEATURES & TRAITS
of his missing master.

After tracking his Immeral to the lair of


the silver dragon Auroneus, he discovered
that Immeral was cursed and had
requested to be locked away with the
imprisonment spell. Having hid the
Mithral Orb deep within his own body for
safe keeping. Janus now scours
Immeral's notes and the outer world to
find a way to rid Immeral of his curse and
return him to the world

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Artificer Int 15 7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Mage Hand
Prestidigitation

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 2 7
EPAR
SPELL NAME
ED
PR

● Cure Wounds

Faerie Fire

4
● Expetitious retreat

● Sanctuary
SPELLS KNOWN

2 2
● Heat Metal

● See Invisibility

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

You might also like