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+2 Magical Tinkering
Extra Attack
+4
18 Arcane Armor
+4
Beginning at 3rd level, As an action,
+4
you can turn a suit of armor you are
+4 +4
wearing into Arcane Armor, provided
you have smith's tools in hand.
If the armor normally has a Strength
+4
requirement, the arcane armor lacks
◆
17 this requirement for you.
You can use the arcane armor as a
+3 spellcasting focus for your artificer
spells.
The armor attaches to you and can't be
removed against your will. It also
flintlock +8 d10+5 expands to cover your entire body,
+8
20 ◆
+3
Shortsword +6 d6+2 helmet as a bonus action. The armor
+5 ●
+8 replaces any missing limbs, functioning
identically to a body part it is replacing.
+9
range of 90 feet and a long range of
300 feet. and it deals 1d6 lightning
+3
damage on a hit. Once on each of your
turns when you hit a creature with it,
7
+2
you can deal an extra 1d6 lightning
+2
damage to that target.
+2
+2
+2
19
2 Shortswords
Flintlock (20 bullets)
Dungeoneers Pack
Thieves Tools
Gaming Set
"The Cube"
ring that lets me get a spell slot back
certificate of ownership
96 6'7 174
Alor Yiravon
violet blue bald
The Land of Arkadem, a civilization that keeps all the Vedalken there; entrapped, maintaining their
Advanced Society and pure bloodlines, during Alor's childhood he was forced into school studying
never let go home, he never had a sense of home, there were birthgivers who needed
96 6'7 174
Alor Yiravon
violet blue bald
0 cantrips 3 6
firebolt
mage hand
Spell
Level
slots total slots expended
1 4 0 7
epar
spell name
ed
pr
caustic brew
detect magic
4
sanctuary
magic missile
spells known
thunderwave
2 1 0
dispel magic
shatter
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