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Artificer 1 Guild Artisan

CLASS & LEVEL BACKGROUND PLAYER NAME

Gnome(Rock)
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
16 +2 25ft.
8 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

-1 PERSONALITY TRAITS

Hit Point Maximum


Strength
DEXTERITY
Dexterity

14 ● +4
Constitution
CURRENT HIT POINTS IDEALS
● +5
Intelligence
+2 Wisdom
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
14
Acrobatics (Dex) Total SUCCESSES
+2
Animal Handling (Wis) 1d8 FAILURES

+5
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
Athletics (Str)

17 Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
History (Int) Standard Array:[15,14,13,12,10,8]
Dagger +4 1d4+2p
+3 ●
+3
Insight (Wis) -=Gnome Features=-
+2 INT, +1 CON
Intimidation (Cha) L.C.Bow +4 1d8+2p Size: (Small)
WISDOM ●
+5
Investigation (Int) *Darkvision(60ft):
ScaleMail AC 14+dex(2) =Accustomed to Life underground, you have
Medicine (Wis)
12 Nature (Int)
superior vision in dim and dark conditions. You can
see in Dim light within 60ft. as if it were bright light,
*Magical Tinkering:(Max 3 and in darkness as if it were dim light. You can't
Perception (Wis) discern color in darkness, only shades of gray.
+1 items)
Performance (Cha) *Gnome Cunning:
=You have advantage on all INT, WIS, and CHA

+2
Persuasion (Cha)
CHARISMA *Spellcasting:(2 Spell Slots / saving throws against magic.
Religion (Int)
Long Rest)
10 Sleight of Hand (Dex)
*Artificer's Lore:
= Whenever you make an Intelligence check related
to magic items, alchemical objects, or technological
Stealth (Dex) devices, you can add x2 your proficiency bonus,
+0 instead of any proficiency bonus you normally apply.
Survival (Wis)
*Tinker:
SKILLS ATTACKS & SPELLCASTING
=You have proficiency with Tinker's Tools. Using
these tools, you can spend 1 hour and 10 gp worth
of materials to construct a tiny clockwork device(AC
11 PASSIVE WISDOM (PERCEPTION)
-[2]Dagger 5, HP 1). The device ceases to function after 24
CP hours(Unless you spend 1 hour repairing it), or
-[1]L.Crossbow when you use your action to dismantle it; at that
time, you can reclaim the materials used to create it.
SP -[20]Bolts You can have up to 3 such devices active at a time.
Armor: Light armor, Medium armor,
-[1]Scale Mail(Set) When you create a device, choose one of the
Shields following options:
EP
-[1]Thieves' Tools(Set) - Clockwork Toy
Weapons: Simple weapons, Firearms -[1]Dungeoneer's Pack - Fire Starter
- Music Box
-[1]Tinker's Tools(Set)
GP 15 -=Artificer Features=-
Tools: Thieves' Tools, Tinker's Tools, -[1]Letter of Guild -(1)Firearm Proficiency
Smith's Tools, Alchemist Supplies Introduction -(1)Spellcasting
PP
-(1)Magical Tinkering
-[1]Traveler's Clothes
Languages: Common, Gnomish,
(Set)
Dwarvish

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Background Feature: Guild Membership


=As an established member of a guild, you can rely on certain benefits that
membership provides.

Your fellow guild members will provide you with lodging and food if necessary,
and pay for your funeral if needed. In some cities and towns, a guildhall offers a
central place to meet other members of your profession, which can be a good
place to meet potential patrons, allies, or hirelings.

Guilds often wield tremendous political power. If you are accused of a crime,
your guild will support you if a good case can be made for your innocence, or if
the crime is justifiable. You can also gain access to powerful political figures
through the guild, if you are a member in good standing. Such connections
might require the donation of money or magic items to the guild's coffers.
You must pay dues in 10% of your income per month to the guild. If you miss
payments, you must make the payments back to remain in the guild's good
graces.
ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Artificer(4 spells prepared/ Long Rest)
Intelligence 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Acid Splash
Mage Hand

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

● Catapult

● Cure Wounds
4
● Detect Magic(R)

● Shield of Faith
SPELLS KNOWN

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

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