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Rusty Screw: Character Level, Race, & Class Experience
Rusty Screw: Character Level, Race, & Class Experience
STEALTH DISADVANTAGE
+0 Charisma
10 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 3
objects.
+2
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
SAVING THROWS
15 N
CIE C
+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI
RT
EXPE
16 ✘
✘
+5 History (Int)
+3 Insight (Wis)
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+3 ✘ +5 Investigation (Int)
+1 Medicine (Wis) Constructed Resilience. You have advantage on saving
throws against being poisoned, and you have resistance
WISDOM +3 Nature (Int) to poison damage.You don’t need to eat, drink, or
breathe.You are immune to disease.You don’t need to
12 ✘ +3 Perception (Wis)
+0 Performance (Cha)
sleep, and magic can’t put you to sleep.
Sentry’s Rest. When you take a long rest, you must
+0 Persuasion (Cha) spend at least six hours in an inactive, motionless state,
+1 +3 Religion (Int)
rather than sleeping. In this state, you appear inert, but
it doesn’t render you unconscious, and you can see and
+2 Sleight of Hand (Dex)
hear as normal.
CHARISMA +2 Stealth (Dex) Integrated Protection. You can don only armor with
which you have proficiency. To don armor, you must
10 +1 Survival (Wis)
SKILLS
incorporate it into your body over the course of 1 hour,
during which you remain in contact with the armor. To
doff armor, you must spend 1 hour removing it. You can
rest while donning or doffing armor in this way.While
+0 13 PASSIVE PERCEPTION you live, your armor can’t be removed from your body
against your will.
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
I am my creators biggest invention. He taught me everything I know about craftsmanship and his wife who was a witch
introduced me to using magic to amplify my creations. The old couple ran a smithy in a rather small city. When the
townspeople learned about my existence, they became scared and forced my "parents" to disassemble me. But the old
I like to make small inventions and experiment with man and his wife considered me their son so they refused and secretly forged a plan for my escape. I fled the same night
spells. My curiosity is never satisfied. with only what i could carry and am now looking for a new home. As it turns out, a lot of people are suspicious of
I always want to know how things work and what warforged and won't tolerate them for very long. That is why I am constantly traveling.
makes people tick.
PERSONALITY TRAITS
IDEAL
BOND
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Handaxe] 1 2
[Scale Mail] 1 45
Light Hammer 1 2
Dungeoneer’s Pack 1 10
Smith’s Tools 1 8
Thieves’ Tools 1 1
Crossbow, Light 1 5
Crossbow Bolt 20 1
Clothes, Traveler’s 1 4
0 0 0 5 0
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Intelligence +5 13 3
CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 reaction, which you take when you take acid, cold, fire, lightning, or
thunder damage
RANGE 120 feet RANGE 30 feet RANGE Self
DURATION Instantaneous DURATION 1 minute DURATION 1 round
COMPONENTS V, S COMPONENTS V, S COMPONENTS S
You hurl a mote of fire at a creature or object within range. Make a A spectral, floating hand appears at a point you choose within range. The spell captures some of the incoming energy, lessening its effect
ranged spell attack against the target. On a hit, the target takes 1d10 The hand lasts for the duration or until you dismiss it as an action. on you and storing it for your next melee attack. You have resistance
fire damage. A flammable object hit by this spell ignites if it isn’t The hand vanishes if it is ever more than 30 feet away from you or if to the triggering damage type until the start of your next turn. Also,
being worn or carried. you cast this spell again. the first time you hit with a melee attack on your next turn, the
This spell’s damage increases by 1d10 when you reach 5th level You can use your action to control the hand. You can use the hand target takes an extra 1d6 damage of the triggering type, and the spell
(2d10), 11th level (3d10), and 17th level (4d10). to manipulate an object, open an unlocked door or container, stow or ends.
retrieve an item from an open container, or pour the contents out of At Higher Levels. When you cast this spell using a spell slot of 2nd
a vial. You can move the hand up to 30 feet each time you use it. The level or higher, the extra damage increases by 1d6 for each slot level
hand can’t attack, activate magic items, or carry more than 10 above 1st.
pounds.
Spellcasting (Artificer) Player’s Handbook Spellcasting (Artificer) Player’s Handbook Prepared (Artificer) Xanathar’s Guide to Everything
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
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
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 magic, and you learn its school of magic, if any. The spell can
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
1st. common metal, a thin sheet of lead, or 3 feet of wood or dirt.