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Artificer - 2 Courtier Sam

CLASS & LEVEL BACKGROUND PLAYER NAME


Sanctus
Protector Aasimar Neutral 0
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

0 INSPIRATION
I always want to know how
STRENGTH
14 8 30 the things work and also
15 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED what makes people tick
+2 PERSONALITY TRAITS

Hit Point Maximum 11


2
Strength The Game: The game of court or the organization is all
DEXTERITY

11
that matters, one must advance within this game.
2
Dexterity Winning or playing the game is what matters

15 ●




5
Constitution
4 Intelligence
CURRENT HIT POINTS IDEALS

+2 2
Wisdom
The court or organization where i
2 Charisma
learned my trade is the most
CONSTITUTION SAVING THROWS important place in the world to me.
TEMPORARY HIT POINTS BONDS

18
Acrobatics (Dex) Total

2 SUCCESSES I secretly believe that
+3
2
Animal Handling (Wis) 1D8 FAILURES everyone is beneath me.
2
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
2
Athletics (Str)

16 ●


5

2
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Magical Tinkering: At 1st level, you've learned how to invest a spark of magic into mundane
objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then
Crossbow 2 1d8 pierce touch a Tiny nonmagical object as an action and give it one of the following magical

Insight (Wis)
properties of your choice:
+2 ●
2
-The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
-Whenever tapped by a creature, the object emits a recorded message that can be heard

3
Intimidation (Cha) Brass Knul 4 Bludgeon up to 10 feet away. You utter the message 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,

Investigation (Int)
chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
WISDOM 2
-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, or a mixture of these elements, as you like.

Medicine (Wis)
17
2
Court Functionary
Your knowledge of how bureaucracies function lets you gain access to the records and

Nature (Int)
2 inner workings of any noble court or government you encounter. You know who the movers
and shakers are, whom to go to for the favors you seek, and what the current intrigues of
interest in the group are.

+2 2
Perception (Wis) Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. You
can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it
were dim light. You can't discern color in darkness, only shades of gray.
3
Performance (Cha)
Celestial Resistance. You have resistance to necrotic damage and radiant damage.

CHARISMA

5
Persuasion (Cha) Healing Hands. As an action, you can touch a creature and cause it to regain a number of
hit points equal to your level. Once you use this trait, you can't use it again until you finish a
long rest.
2
Religion (Int)
18 2
Sleight of Hand (Dex)
Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it.

Infuse Item
At 2nd level, you've gained the ability to imbue mundane items with certain magical
infusions, turning those objects into magic items.
2
Stealth (Dex) At 3rd level, you choose the type of specialist you are. Your choice grants you features at
+3 5th level and again at 9th and 15th level.
2
Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

14 PASSIVE WISDOM (PERCEPTION)


CP
-a light crossbow and 20
bolts
-Thieves Tools
SP
-Common and Celestial -A dungoneers pack:a
backpack, a crowbar, a
EP hammer, 10 pitons, 10
torches, a tinderbox, 1
and a half days of rations,
GP
0 and a waterskin. The
pack also has 50 feet of
PP
hempen rope strapped to
the side of it.
-Brass Knuckles
-1 Javelin
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
20 6ft 2 75Kg
AGE HEIGHT WEIGHT
Sanctus Green Green
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

-An Aasimar that has previously


led battle as in an army and
worked his way up the ranks but
was eventually caught by the
enemy and tortured for years.
His face was entirely removed
through physical and magical
means. His wings were
completely mangled and
destroyed. After escaping years
into captivity he had earned the
respect of the nobles in his
kingdom and became a courtier,
advising in war. This led him to
having fixes and improvements
made to the areas damaged ADDITIONAL FEATURES & TRAITS
during captivity such as wings
forged for him by the best -A sheet of parchment upon which is drawn a complex
blacksmith that could be found mechanical contraption
and scars being magically -Scroll for tortoise a Mosswood
removed from his already blank
-Scroll for spider in weavers hollow
face. Over time he began to
realise his courtier position was -aarakocra intestines
leading him to push other -Gary the Tortoise
people into a position similar to -Scroll of tiny servant
his own so he aimed to flee with -Pile of Jolem
the improvements he was given
and joined quest corp.

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
3 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Mending
Thorn Whip
Scroll of tiny servant
Homunculus Servant
Returning Weapon
Replicate Magic Item
Enhanced Defense

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

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

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