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Level 4 Feral Tiefling Artificer, Armorer 2700

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Kobalt
Failed Merchant Neutral Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of you as if it
STRENGTH Studded Leather 16 were bright light, and in darkness as if it were dim light.

PROFICIENCY BONUS +2 Magic Initiate.

-1
SHIELD
AC Wizard. Spellcasting ability: Intelligence.

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


N
CIE C tools in hand. You touch a Tiny nonmagical object as an action and
-1 Strength
Y
PROFI

give it one of the following magical properties of your choice:The


9 object sheds bright light in a 5-foot radius and dim light for an
+4 Dexterity additional 5 feet.Whenever tapped by a creature, the object emits
a recorded message (no more than 6 seconds long) that can be
✘ +5 Constitution ARMOR CLASS heard up to 10 feet away.The object continuously emits your
DEXTERITY choice of an odor or a nonverbal sound. The chosen phenomenon
✘ +6 Intelligence is perceivable up to 10 feet away.A static visual effect appears on
MAXIMUM HIT DICE TEMPORARY

+4
one of the object’s surfaces.The chosen property lasts indefinitely.
+2 Wisdom
32 4d8 As an action, you can touch the object and end the property
+2 Charisma
early.You can bestow magic on up to 4 objects.
CONDITIONAL
Infuse Item. Whenever you finish a long rest, you can touch a
18 nonmagical object and imbue it with one of your artificer
infusions, turning it into a magic item.Your infusion remains in an
item indefinitely, but when you die, the infusion vanishes after 4
CURRENT HIT POINTS days have passed.You can infuse up to 2 nonmagical objects at the
CONSTITUTION DEATH SAVING THROWS end of a long rest.
SAVING THROWS Enhanced Defense. You can infuse a suit of armor or a shield into
a +1 armor or a +1 shield.

+3 N
CIE C

+4 Acrobatics (Dex)
SPEED
30ft.
FLY
30ft.
CLIMB
0ft.
SWIM
0ft.
Enhanced Weapon. You can infuse a simple or martial weapon
into a +1 weapon.
Y
PROFI

Mind Sharpener. You can infuse a suit of armor or robes into a


RT

EXPE

+2 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION Mind Sharpener.


16 ✘ +6 Arcana (Int) Darkvision
Bag of Holding. Using this infusion, you can replicate a Bag of
Holding.

-1 Athletics (Str) Resistances. Fire 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
INTELLIGENCE +2 Deception (Cha) within 5 feet of you. This creation requires 1 hour of uninterrupted
work.

+4 +4 History (Int)
+2 Insight (Wis)
Power Armor (Action). You can turn a suit of heavy armor you are
wearing into power armor, provided you have smith’s tools in
hand. You gain the following benefits while wearing the power
+2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS armor:It lacks the strength requirement for you.You can use it as a
19 ✘ +6 Investigation (Int)
spellcasting focus for your artificer spells.It attaches to you and
can’t be removed against your will. It also expands to cover your
entire body, and it replaces any missing limbs, functioning
+2 Medicine (Wis) Hellish Resistance. You have resistance to fire identically to a body part it is replacing.
WISDOM
damage.
+4 Nature (Int) Armor Model. The model includes a special weapon. When you
attack with that weapon, you can use your Intelligence modifier,

+2 ✘ +4 Perception (Wis) Winged. You have a flying speed of 30 feet while instead of Strength or Dexterity, for the attack and damage rolls.
you aren’t wearing heavy armor. Infiltrator. You customize your armor for subtle undertakings.
+2 Performance (Cha)
✘ +4 Persuasion (Cha)
Lightning Launcher. A gemlike node appears on one of your
15 +4 Religion (Int)
armored fists or on the chest. It counts as a simple ranged
weapon, with a normal range of 90 feet and a long range of 300
feet, and it deals 1d6 lightning damage on a hit. Once on each of
+4 Sleight of Hand (Dex) your turns when you hit a creature with it, you can deal an extra
1d6 lightning damage to that target.
CHARISMA +4 Stealth (Dex)
Powered Steps. Your walking speed increases by 5 feet.

+2 +2 Survival (Wis)
SKILLS
Second Skin. The armor’s weight is negligible, and it becomes
formfitting and wearable under clothing. If the armor normally
imposes disadvantage on Dexterity (Stealth) checks, the power
armor doesn’t.
15 14 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +4 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Quarterstaff 5 ft +1 vs AC 1d6-1 bludgeoning
Versatile
FEATURES & TRAITS
Handaxe 20/60 +1 vs AC 1d6-1 slashing
Light, Thrown

Crossbow, Light 80/320 +6 vs AC 1d8+4 piercing Armor Proficiencies. Light Armor, Medium Armor,
Ammunition, Loading, Two-Handed
Shields, Heavy Armor

Weapon Proficiencies. Simple Weapons, Firearms

Tool Proficiencies. Smith’s tools, Painter’s supplies,


Cartographer’s tools, Thieves’ tools, Tinker’s tools

Languages. Common, Infernal, Elvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 23 5'11" 130 lb.
GENDER AGE HEIGHT WEIGHT
Kobalt Brown Skin Long
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Maybe you come from a long line of merchants. Perhaps you were an entrepreneur. Regardless, your ventures ended
poorly. Whether it was because of outside influences, bad luck, or simply because your business acumen was weak, you
lost everything.
I didn’t have the cutthroat attitude necessary to
succeed. I won’t make that mistake again. With failure, however, comes experience. You’re free of that old life, having made some connections and learned your
When I get an idea, I am single-minded in its lessons. Prepared to pursue the life of an adventurer, your insight into the world of commerce brought you into the
execution—even if it’s a terrible idea.
sphere of Acquisitions Incorporated—and a franchise just might be in your future.

PERSONALITY TRAITS

Stability. The mercantile trade was too chaotic for


me. I need a nice stable profession, like adventuring.
(Lawful)

IDEAL

If I take care of my possessions, they’ll take care of


me. People come and go, but a weapon or a wand is
something you can always rely on.

BOND

Why spend gold here when you can buy the same
thing for copper in the next town?

FLAW BACKGROUND STORY

Supply Chain
From your time as a merchant, you retain
connections with wholesalers, suppliers, and other
merchants and entrepreneurs. You can call upon
these connections when looking for items or
information.

BACKGROUND FEATURE

A hilt from a broken sword

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Quarterstaff] 1 4
Handaxe 1 2
Crossbow, Light 1 5
Arrow 20 1
[Studded Leather] 1 13
Thieves’ Tools 1 1
Backpack 1 5
Crowbar 1 5
Hammer 1 3
Piton 10 2.5
Torch 10 10
Tinderbox 1 1
Rations (1 day) 10 20
Waterskin 1 5
Rope, Hempen (50 feet) 1 10
Smith’s Tools 1 8
Scale, Merchant’s 1 3
Clothes, Fine 1 6
Pouch 1 1

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 15 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

105.8 lb / 135 lb 270 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 +6 14 6

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Artificer, Armorer

CANTRIPS Fire Bolt Guidance

1ST LEVEL 3 SPELL SLOTS ● Cure Wounds ● Disguise Self


● Faerie Fire ● Feather Fall ● Identify
● Magic Missile (Always Prepared) ● Sanctuary ● Shield (Always Prepared)
Absorb Elements Alarm Catapult
Detect Magic Expeditious Retreat False Life
Grease Jump Longstrider
Purify Food and Drink Snare

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Mending (Wizard) Prestidigitation (Wizard)

1ST LEVEL Find Familiar (Wizard)


Fire Bolt Guidance Mending
Evocation Cantrip Divination Cantrip Transmutation Cantrip

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


RANGE 120 feet RANGE Touch RANGE Touch
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (two lodestones)

You hurl a mote of fire at a creature or object within range. Make a You touch one willing creature. Once before the spell ends, the target This spell repairs a single break or tear in an object you touch, such as
ranged spell attack against the target. On a hit, the target takes 1d10 can roll a d4 and add the number rolled to one ability check of its broken chain link, two halves of a broken key, a torn cloak, or a
fire damage. A flammable object hit by this spell ignites if it isn’t choice. It can roll the die before or after making the ability check. The leaking wineskin. As long as the break or tear is no larger than 1 foot
being worn or carried. spell then ends. in any dimension, you mend it, leaving no trace of the former
This spell’s damage increases by 1d10 when you reach 5th level damage. This spell can physically repair a magic item or construct,
(2d10), 11th level (3d10), and 17th level (4d10). but the spell can’t restore magic to such an object.

Spellcasting (Artificer) Player’s Handbook Spellcasting (Artificer) Player’s Handbook Wizard Player’s Handbook

Prestidigitation Cure Wounds Disguise Self


Transmutation Cantrip 1st-level evocation 1st-level illusion

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


RANGE 10 feet RANGE Touch RANGE Self
DURATION Up to 1 hour DURATION Instantaneous DURATION 1 hour
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

This spell is a minor magical trick that novice spellcasters use for A creature you touch regains a number of hit points equal to 1d8 + You make yourself—including your clothing, armor, weapons, and
practice. You create one of the following magical effects within your spellcasting ability modifier. This spell has no effect on undead other belongings on your person—look different until the spell ends
range: or constructs. or until you use your action to dismiss it. You can seem 1 foot shorter
• You create an instantaneous, harmless sensory effect, such as a At Higher Levels. When you cast this spell using a spell slot of 2nd or taller and can appear thin, fat, or in between. You can’t change
shower of sparks, a puff of wind, faint musical notes, or an odd odor. level or higher, the healing increases by 1d8 for each slot level above your body type, so you must adopt a form that has the same basic
• You instantaneously light or snuff out a candle, a torch, or a 1st. arrangement of limbs. Otherwise, the extent of the illusion is up to
small campfire. you.
• You instantaneously clean or soil an object no larger than 1 cubic The changes wrought by this spell fail to hold up to physical
foot. inspection. For example, if you use this spell to add a hat to your
• You chill, warm, or flavor up to 1 cubic foot of nonliving material outfit, objects pass through the hat, and anyone who touches it
for 1 hour. would feel nothing or would feel your head and hair. If you use this
• You make a color, a small mark, or a symbol appear on an object spell to appear thinner than you are, the hand of someone who
or a surface for 1 hour. reaches out to touch you would bump into you while it was
• You create a nonmagical trinket or an illusory image that can fit seemingly still in midair.
in your hand and that lasts until the end of your next turn. To discern that you are disguised, a creature can use its action to
inspect your appearance and must succeed on an Intelligence
If you cast this spell multiple times, you can have up to three of its (Investigation) check against your spell save DC.
non-instantaneous effects active at a time, and you can dismiss such
an effect as an action.

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

Faerie Fire Feather Fall Find Familiar


1st-level evocation 1st-level transmutation 1st-level conjuration (ritual)

CASTING TIME 1 action CASTING TIME 1 reaction CASTING TIME 1 hour


RANGE 60 feet RANGE 60 feet RANGE 10 feet
DURATION Concentration, up to 1 minute DURATION 1 minute DURATION Instantaneous
COMPONENTS V COMPONENTS V, M (a small feather or piece of down) COMPONENTS V, S, M (10 gp worth of charcoal, incense, and herbs that must be
consumed by fire in a brass brazier)

Each object in a 20-foot cube within range is outlined in blue, green, Reaction: When you or a creature within 60 feet of you falls Choose You gain the service of a familiar, a spirit that takes an animal form you choose:
or violet light (your choice). Any creature in the area when the spell is up to five falling creatures within range. A falling creature’s rate of bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish
(quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied
cast is also outlined in light if it fails a Dexterity saving throw. For the descent slows to 60 feet per round until the spell ends. If the creature space within range, the familiar has the statistics of the chosen form, though it is a
duration, objects and affected creatures shed dim light in a 10-foot lands before the spell ends, it takes no falling damage and can land celestial, fey or fiend (your choice) instead of a beast.
radius. on its feet, and the spell ends for that creature. Your familiar acts independently of you, but it always obeys your commands. In
Any attack roll against an affected creature or object has advantage combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack,
if the attacker can see it, and the affected creature or object can’t but it can take other actions as normal.
benefit from being invisible. When the familiar drops to 0 hit points, it disappears, leaving behind no physical
form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it
telepathically. Additionally, as an action, you can see through your familiar’s eyes
and hear what it hears until the start of your next turn, gaining the benefits of any
special senses that the familiar has. During this time, you are deaf and blind with
regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a
pocket dimension where it awaits you summons. Alternatively, you can dismiss it
forever. As an action while it is temporarily dismissed, you can cause it to
reappear in any unoccupied space within 30 feet of you.
You can’t have more than one familiar at a time. If you cast this spell while you
already have a familiar, you instead cause it to adopt a new form. Choose one of
the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the
spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it
must use its reaction to deliver the spell when you cast it. If the spell requires an
attack roll, you use your attack modifier for the roll.

Prepared (Artificer) Player’s Handbook Prepared (Artificer) Player’s Handbook Wizard Player’s Handbook
Identify Magic Missile Sanctuary
1st-level divination (ritual) 1st-level evocation 1st-level abjuration

CASTING TIME 1 minute CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE Touch RANGE 120 feet RANGE 30 feet
DURATION Instantaneous DURATION Instantaneous DURATION 1 minute
COMPONENTS V, S, M (a pearl worth at least 100 gp and an owl feather) COMPONENTS V, S COMPONENTS V, S, M (a small silver mirror)

You choose one object that you must touch throughout the casting of You create three glowing darts of magical force. Each dart hits a You ward a creature within range against attack. Until the spell ends,
the spell. If it is a magic item or some other magic-imbued object, you creature of your choice that you can see within range. A dart deals any creature who targets the warded creature with an attack or a
learn its properties and how to use them, whether it requires 1d4 + 1 force damage to its target. The darts all strike simultaneously, harmful spell must first make a Wisdom saving throw. On a failed
attunement to use, and how many charges it has, if any. You learn and you can direct them to hit one creature or several. save, the creature must choose a new target or lose the attack or
whether any spells are affecting the item and what they are. If the At Higher Levels. When you cast this spell using a spell slot of 2nd spell. This spell doesn’t protect the warded creature from area
item was created by a spell, you learn which spell created it. If you level or higher, the spell creates one more dart for each slot level effects, such as the explosion of a fireball. If the warded creature
instead touch a creature throughout the casting, you learn what above 1st. makes an attack, casts a spell that affects an enemy, or deals damage
spells, if any, are currently affecting it. to another creature, this spell ends.

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

Shield
1st-level abjuration

CASTING TIME 1 reaction


RANGE Self
DURATION 1 round
COMPONENTS V, S

Reaction trigger: You are hit by an attack or targeted by the magic


missile spell An invisible barrier of magical force appears and protects
you. Until the start of your next turn, you have a +5 bonus to AC,
including against the triggering attack, and you take no damage from
magic missile.

Armorer Spells (Artificer) Player’s Handbook


Quarterstaff Handaxe Crossbow, Light
Weapons Weapons Weapons

4 lb. Player’s Handbook 2 lb. Player’s Handbook 5 lb. Player’s Handbook

Arrow Studded Leather Thieves’ Tools


Ammunition Armor Tools

Arrows are used with a bow to make a ranged attack. Made from tough but flexible leather, studded leather is Perhaps the most common tools used by adventurers, thieves’
reinforced with close-set rivets or spikes. tools are designed for picking locks and foiling traps.
Proficiency with the tools also grants you a general knowledge
of traps and locks.
Components. Thieves’ tools include a small file, a set Of lock
picks, a small mirror mounted on a metal handle, a set of
narrow—bladed scissors, and a pair of pliers.
History. Your knowledge of traps grants you insight when
answering questions about locations that are renowned for
their traps.
Investigation and Perception. You gain additional insight
when looking for traps, because you have learned a variety of
common signs that betray their presence.
Set a Trap. Just as you can disable traps, you can also set
them. As part of a short rest, you can create a trap using items
you have on hand. The total of your check becomes the DC for
someone else’s attempt to discover or disable the trap. The
trap deals damage appropriate to the materials used in
crafting it (such as poison or a weapon) or damage equal to
half the total of your check, whichever the DM deems
appropriate.
THIEVES’ TOOLS
Activity DC
Pick a lock Varies
Disable a trap Varies

1/20 lb. Player’s Handbook 13 lb. Player’s Handbook 1 lbs. Player’s Handbook

Backpack Crowbar Hammer


Adventuring Gear Adventuring Gear Adventuring Gear

A backpack is a leather pack carried on the back, typically Using a crowbar grants advantage to Strength checks
with straps to secure it. A backpack can hold 1 cubic foot/ where the crowbar’s leverage can be applied.
30 pounds of gear.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.

5 lb. Player’s Handbook 5 lb. Player’s Handbook 3 lb. Player’s Handbook


Piton Torch Tinderbox
Adventuring Gear Adventuring Gear Adventuring Gear

A torch burns for 1 hour, providing bright light in a 20-foot This small container holds flint, fire steel, and tinder
radius and dim light for an additional 20 feet. If you make a (usually dry cloth soaked in light oil) used to kindle a fire.
melee attack with a burning torch and hit, it deals 1 fire Using it to light a torch—or anything else with abundant,
damage. exposed fuel—takes an action. Lighting any other fire takes
1 minute.

1/4 lb. Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook

Rations (1 day) Waterskin Rope, Hempen (50 feet)


Adventuring Gear Adventuring Gear Adventuring Gear

Rations consist of dry foods suitable for extended travel, Rope, whether made of hemp or silk, has 2 hit points and
including jerky, dried fruit, hardtack, and nuts. can be burst with a DC 17 Strength check.

2 lb. Player’s Handbook 5 lb. (full) Player’s Handbook 10 lb. Player’s Handbook

Smith’s Tools Scale, Merchant’s Clothes, Fine


Tools Adventuring Gear Adventuring Gear

Smith’s tools allow you to work metal, heating it to alter its A scale includes a small balance, pans, and a suitable
shape, repair damage, or work raw ingots into useful items. assortment of weights up to 2 pounds. With it, you can
Components. Smith’s tools include hammers, tongs, measure the exact weight of small objects, such as raw
charcoal, rags, and a Whetstone. precious metals or trade goods, to help determine their
Arcana and History. Your expertise lends you additional worth.
insight when examining metal objects, such as weapons.
Investigation. You can spot clues and make deductions
that others might overlook when an investigation involves
armor, weapons, or other metalwork.
Repair. With access to your tools and an open flame hot
enough to make metal pliable, you can restore 10 hit points
to a damaged metal object for each hour of work.
SMITH’S TOOLS
Activity DC
Sharpen a dull blade 10
Repair a suit of armor 15
Sunder a nonmagical metal object 20

8 lbs. Player’s Handbook 3 lb. Player’s Handbook 6 lb. Player’s Handbook


Pouch
Adventuring Gear

A cloth or leather pouch can hold up to 20 sling bullets or


50 blowgun needles, among other things.

1 lb. Player’s Handbook

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