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Level 1 Human (Mark of Making) Artificer 0

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Tonic Everwarn
Guild Artisan Chaotic Neutral Gond Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

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


STRENGTH Studded Leather 14 other artisan’s tools in hand. You touch a Tiny
nonmagical object as an action and give it one of
PROFICIENCY BONUS +2
-1
SHIELD
AC the following magical properties of your choice:The
object sheds bright light in a 5-foot radius and dim
N
CIE C
light for an additional 5 feet.Whenever tapped by a
-1 Strength creature, the object emits a recorded message (no
Y
PROFI

8 more than 6 seconds long) that can be heard up to


+2 Dexterity
10 feet away.The object continuously emits your
✘ +3 Constitution ARMOR CLASS choice of an odor or a nonverbal sound. The chosen
DEXTERITY
✘ +7 Intelligence
phenomenon is perceivable up to 10 feet away.A
MAXIMUM HIT DICE TEMPORARY static visual effect appears on one of the object’s
+2 +0 Wisdom

+2 Charisma
9 1d8 surfaces.The chosen property lasts indefinitely. As
an action, you can touch the object and end the
CONDITIONAL
property early.You can bestow magic on up to 5
objects.
14
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS

+1 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI

RT

EXPE

+0 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


12 +5 Arcana (Int)
-1 Athletics (Str)
INTELLIGENCE +2 Deception (Cha)

+5 ✘


+7 History (Int)
+2 Insight (Wis)
+2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
20 ✘ +7 Investigation (Int)
+0 Medicine (Wis) Artisan’s Intuition. When you make an Arcana
WISDOM
check or an ability check involving artisan’s tools,
+5 Nature (Int) you can roll a d4 and add the number rolled to the

+0 +0 Perception (Wis) ability check.


+2 Performance (Cha) Spellsmith (1/Long Rest). You know the mending
✘ +4 Persuasion (Cha) cantrip. You can also cast the magic weapon spell
10 +5 Religion (Int)
with this trait using Intelligence as your
spellcasting ability. When you do so, the spell lasts
+2 Sleight of Hand (Dex) for 1 hour and doesn’t require concentration.
CHARISMA +2 Stealth (Dex)

+2 +0 Survival (Wis)
SKILLS

14 10 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Pistol 30/90 +4 vs AC 1d10+2 piercing
Ammunition, Loading
FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Shields

Weapon Proficiencies. Simple Weapons, Firearms

Tool Proficiencies. Smith’s tools, Alchemist’s


supplies, Painter’s supplies, Thieves’ tools, Tinker’s
tools

Languages. Common, Gnomish, Aarakocra

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 25 5'8" 136 lb.
GENDER AGE HEIGHT WEIGHT
Tonic Everwarn Green White Long
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You are a member of an artisan’s guild, skilled in a particular field and closely associated with other artisans. You are a
well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order.
You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a
I’m full of witty aphorisms and have a proverb for master in your own right.
every occasion.
I’m well known for my work, and I want to make sure
everyone appreciates it. I’m always taken aback
when people haven’t heard of me.

PERSONALITY TRAITS

Freedom. Everyone should be free to pursue his or


her own livelihood. (Chaotic)

IDEAL

The workshop where I learned my trade is the most


important place in the world to me.

BOND

I’ll do anything to get my hands on something rare or


priceless.

FLAW BACKGROUND STORY

Guild Membership
As an established and respected 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 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 of 5 gp per month to the guild. If you miss payments, you
must make up back dues to remain in the guild’s good graces.

BACKGROUND FEATURE

A tiny mechanical crab or spider that moves about


when it’s not being observed

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Pistol] 1 3
[Studded Leather] 1 13
Tinker’s Tools 1 10
Dungeoneer’s Pack 1 10
Smith’s Tools 1 8
Painter’s Supplies 1 5

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 3 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

49.1 lb / 120 lb 240 lb

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

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.
Intelligence +7 15 5

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Artificer

CANTRIPS Mage Hand Magic Stone

1ST LEVEL 2 SPELL SLOTS ● Cure Wounds ● Detect Magic


● False Life ● Identify ● Purify Food and Drink
Absorb Elements Alarm Catapult
Disguise Self Expeditious Retreat Faerie Fire
Feather Fall Grease Jump
Longstrider Sanctuary Snare

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Mending (Mark of Making)


Mage Hand Magic Stone Mending
Conjuration Cantrip Transmutation Cantrip Transmutation Cantrip

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 minute
RANGE 30 feet RANGE Touch RANGE Touch
DURATION 1 minute DURATION 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (two lodestones)

A spectral, floating hand appears at a point you choose within range. You touch one to three pebbles and imbue them with magic. You or This spell repairs a single break or tear in an object you touch, such as
The hand lasts for the duration or until you dismiss it as an action. someone else can make a ranged spell attack with one of the pebbles broken chain link, two halves of a broken key, a torn cloak, or a
The hand vanishes if it is ever more than 30 feet away from you or if by throwing it or hurling it with a sling. If thrown, it has a range of 60 leaking wineskin. As long as the break or tear is no larger than 1 foot
you cast this spell again. feet. If someone else attacks with the pebble, that attacker adds your in any dimension, you mend it, leaving no trace of the former
You can use your action to control the hand. You can use the hand spellcasting ability modifier, not the attacker’s, to the attack roll. On damage. This spell can physically repair a magic item or construct,
to manipulate an object, open an unlocked door or container, stow or a hit, the target takes bludgeoning damage equal to 1d6 + your but the spell can’t restore magic to such an object.
retrieve an item from an open container, or pour the contents out of spellcasting ability modifier. Hit or miss, the spell then ends on the
a vial. You can move the hand up to 30 feet each time you use it. The stone.
hand can’t attack, activate magic items, or carry more than 10 If you cast this spell again, the spell ends early on any pebbles still
pounds. affected by it.

Spellcasting (Artificer) Player’s Handbook Spellcasting (Artificer) Xanathar’s Guide to Everything Spellsmith (Mark of Making) Player’s Handbook

Cure Wounds Detect Magic False Life


1st-level evocation 1st-level divination (ritual) 1st-level necromancy

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Touch RANGE Self RANGE Self
DURATION Instantaneous DURATION Concentration, up to 10 minutes DURATION 1 hour
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (a small amount of alcohol or distilled spirits)

A creature you touch regains a number of hit points equal to 1d8 + For the duration, you sense the presence of magic within 30 feet of Bolstering yourself with a necromantic facsimile of life, you gain 1d4
your spellcasting ability modifier. This spell has no effect on undead you. If you sense magic in this way, you can use your action to see a + 4 temporary hit points for the duration.
or constructs. faint aura around any visible creature or object in the area that bears At Higher Levels. When you cast this spell using a spell slot of 2nd
At Higher Levels. When you cast this spell using a spell slot of 2nd magic, and you learn its school of magic, if any. The spell can level or higher, you gain 5 additional temporary hit points for each
level or higher, the healing increases by 1d8 for each slot level above penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of slot level above 1st.
1st. common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Prepared (Artificer) Player’s Handbook Prepared (Artificer) Player’s Handbook Prepared (Artificer) Player’s Handbook

Identify Purify Food and Drink


1st-level divination (ritual) 1st-level transmutation (ritual)

CASTING TIME 1 minute CASTING TIME 1 action


RANGE Touch RANGE 10 feet
DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S, M (a pearl worth at least 100 gp and an owl feather) COMPONENTS V, S

You choose one object that you must touch throughout the casting of All nonmagical food and drink within a 5-foot-radius sphere centered
the spell. If it is a magic item or some other magic-imbued object, you on a point of your choice within range is purified and rendered free
learn its properties and how to use them, whether it requires of poison and disease.
attunement to use, and how many charges it has, if any. You learn
whether any spells are affecting the item and what they are. If the
item was created by a spell, you learn which spell created it. If you
instead touch a creature throughout the casting, you learn what
spells, if any, are currently affecting it.

Prepared (Artificer) Player’s Handbook Prepared (Artificer) Player’s Handbook


Pistol
Firearm, Martial Ranged Weapon

RANGE 30/90
ATTACK +4 vs AC
DAMAGE 1d10+2 piercing
Ammunition, Loading
Pistol Studded Leather Tinker’s Tools
Weapons Armor Tools

Made from tough but flexible leather, studded leather is A set of tinker’s tools is designed to enable you to repair
reinforced with close-set rivets or spikes. many mundane objects. Though you can’t manufacture much
with tinker’s tools, you can mend torn clothes, sharpen a
worn sword, and patch a tattered suit of chain mail.
Components. Tinker’s tools include a variety of hand tools,
thread, needles, a Whetstone, scraps of cloth and leather,
and a small pot of glue.
History. You can determine the age and origin of objects,
even if you have only a few pieces remaining from the
original.
Investigation. When you inspect a damaged object, you
gain knowledge of how it was damaged and how long ago.
Repair. You can restore 10 hit points to a damaged object
for each hour of work. For any object, you need access to the
raw materials required to repair it. For metal objects, you
need access to an open flame hot enough to make the metal
pliable.
TINKER’S TOOLS
Activity DC
Temporarily repair a disabled device 10
Repair an item in half the time 15
Improvise a temporary item using scraps 20

3 lb. Dungeon Master’s Guide 13 lb. Player’s Handbook 10 lbs. Player’s Handbook

Dungeoneer’s Pack Smith’s Tools Painter’s Supplies


Equipment Packs Tools Tools

Includes a backpack, a crowbar, a hammer, 10 pitons, 10 Smith’s tools allow you to work metal, heating it to alter its Proficiency with painter’s supplies represents your ability to
torches, a tinderbox, 10 days of rations, and a waterskin. shape, repair damage, or work raw ingots into useful items. paint and draw. You also acquire an understanding of art
The pack also has 50 feet of hempen rope strapped to the Components. Smith’s tools include hammers, tongs, history, which can aid you in examining works of art.
side of it. charcoal, rags, and a Whetstone. Components. Painter’s supplies include an easel, canvas,
Arcana and History. Your expertise lends you additional paints, brushes, charcoal sticks. and a palette.
insight when examining metal objects, such as weapons. Arcana, History, Religion. Your expertise aids you in
Investigation. You can spot clues and make deductions uncovering lore of any sort that is attached to a work of art,
that others might overlook when an investigation involves such as the magical properties of a painting or the origins of a
armor, weapons, or other metalwork. strange mural found in a dungeon.
Repair. With access to your tools and an open flame hot Investigation, Perception. When you inspect a painting or
enough to make metal pliable, you can restore 10 hit points a similar work of visual art, your knowledge of the practices
to a damaged metal object for each hour of work. behind creating it can grant you additional insight.
SMITH’S TOOLS Painting and Drawing. As part of a short or long rest, you
Activity DC can produce a simple work of art. Although your work might
Sharpen a dull blade 10 lack precision, you can capture an image or a scene, or make.
a quick copy of a piece of art you saw.
Repair a suit of armor 15 PAINTER’S SUPPLIES
Sunder a nonmagical metal object 20 Activity DC
Paint an accurate portrait 10
Create a painting with a hidden message 20

10 lbs. Player’s Handbook 8 lbs. Player’s Handbook 5 lbs. Player’s Handbook


Artisan’s Intuition Spellsmith Magical Tinkering
Racial Trait Racial Trait Class Feature

When you make an Arcana check or an ability check You know the mending cantrip. You can also cast the magic At 1st level, you learn how to invest a spark of magic into
involving artisan’s tools, you can roll a d4 and add the weapon spell with this trait. When you do so, the spell lasts mundane objects. To use this ability, you must have tinker’s
number rolled to the ability check. for 1 hour and doesn’t require concentration. Once you tools or other artisan’s tools in hand. You then touch a Tiny
cast the spell with this trait, you can’t do so again until you nonmagical object as an action and give it one of the
finish a long rest. Intelligence is your spellcasting ability for following magical properties of your choice:
these spells. • 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 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, chirping, or the like). The
chosen phenomenon is perceivable up to 10 feet away.
• 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.
The chosen property lasts indefinitely. As an action, you can
touch the object and end the property early.
You can bestow magic on multiple objects, touching one
object each time you use this feature, though a single object
can only bear one property at a time. The maximum number
of objects you can affect with this feature at one time is
equal to your Intelligence modifier (minimum of one object).
If you try to exceed your maximum, the oldest property
immediately ends, and then the new property applies.
Mark of Making Eberron: Rising from the Last War Mark of Making Eberron: Rising from the Last War Artificer Eberron: Rising from the Last War

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