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Level 2 Bishtahar Artificer 300

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Al'rxan Kah
Escaped Slave Lawful Good yuroga
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet


STRENGTH Unarmored (13) 13 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
10
SHIELD
AC
Magical Tinkering. You must have tinker’s tools or
N
CIE C
other artisan’s tools in hand. You touch a Tiny
+0 Strength nonmagical object as an action and give it one of
Y
PROFI

+0 the following magical properties of your choice:The


+3 Dexterity
object sheds bright light in a 5-foot radius and dim
✘ +2 Constitution ARMOR CLASS light for an additional 5 feet.Whenever tapped by a
DEXTERITY
✘ +3 Intelligence
creature, the object emits a recorded message (no
MAXIMUM HIT DICE TEMPORARY more than 6 seconds long) that can be heard up to
16 +2 Wisdom

-1 Charisma
12 2d8 10 feet away.The object continuously emits your
choice of an odor or a nonverbal sound. The chosen
CONDITIONAL
phenomenon is perceivable up to 10 feet away.A
static visual effect appears on one of the object’s
+3 surfaces.The chosen property lasts indefinitely. As
an action, you can touch the object and end the
CURRENT HIT POINTS property early.You can bestow magic on up to 1
CONSTITUTION DEATH SAVING THROWS
objects.
SAVING THROWS

11 N
CIE C

+3 Acrobatics (Dex)
SPEED
35ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Infuse Item. Whenever you finish a long rest, you
can touch a nonmagical object and imbue it with
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION one of your artificer infusions, turning it into a


+2 Animal Handling (Wis)
magic item.Your infusion remains in an item
+0 ✘ +3 Arcana (Int) Darkvision indefinitely, but when you die, the infusion vanishes
after 1 days have passed.You can infuse up to 2
+0 Athletics (Str)
nonmagical objects at the end of a long rest.
INTELLIGENCE -1 Deception (Cha) Returning Weapon. You can infuse a simple or
martial weapon with the thrown property into a
13 +1 History (Int)
+2 Insight (Wis)
returning weapon.
Bead of Nourishment. Using this infusion, you can
replicate a Bead of Nourishment.
-1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Bead of Refreshment. Using this infusion, you can
+1 ✘ +3 Investigation (Int) replicate a Bead of Refreshment.
Fey Ancestry. Advantage on saving throws against Sending Stones. Using this infusion, you can
+2 Medicine (Wis)
being charmed, and magic can’t put you to sleep. replicate Sending Stones.
WISDOM +1 Nature (Int)

15 ✘ +4 Perception (Wis) Trance. Elves don’t need to sleep. Instead, they


meditate deeply, remaining semiconscious, for 4
-1 Performance (Cha) hours a day.
-1 Persuasion (Cha)
+2 +1 Religion (Int)
Mask of the Wild. You can attempt to hide even
when you are only lightly obscured.
+3 Sleight of Hand (Dex)
CHARISMA ✘ +5 Stealth (Dex)

9 ✘ +4 Survival (Wis)
SKILLS

-1 14 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Rising sun part A - dagger/tip 20/60 +6 vs AC 1d4 + 4 piercing
When combined with Rising sun part b this item will become the Rising Sun Spear
FEATURES & TRAITS
Rising sun part B - staff 5 ft +3 vs AC 1d6 + 1 bludgeoning
when combined with the rising sun part A dagger/tip it will form the rising sun spear

Rising Sun - Spear 20/60 +3 vs AC 1d6 + 1 piercing Armor Proficiencies. Light Armor, Medium Armor,
this item keeps the radiant abilities of its parts, and the charges are equal to the lowest amount of charges left on either of its parts
Shields

Weapon Proficiencies. Longsword, Shortsword,


Shortbow, Longbow, Simple Weapons, Firearms

Tool Proficiencies. Smith’s tools, Thieves’ tools,


Tinker’s tools

Languages. Common, Elvish, Infernal

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Female 4 5'6" 90 lb.
GENDER AGE HEIGHT WEIGHT
Al'rxan Kah White Green none
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You have escaped endentured servitude many times but the gods kings have found your family and hold their lives in
their hands so you now work for the god kings repairing thier ships. for now. you scavenge everything you can find to
try to make items that benefit your family -- even though magic items are forbidden -- til you can find a way to hide
them away or they can escape to a new place to live out of the god kings grasp.

PERSONALITY TRAITS

i just want to rescue my family

IDEAL

my little brother pokki kah

BOND

my family is my weakness

FLAW BACKGROUND STORY

all elf things are actually kreen things


Scrounge
You are able to find enough food and water for
yourself and up to 2 other people to survive– though
often is it unpleasant or unpalatable. You are also
able to always find or cobble together a rudimentary
set of tools for any trade from scraps, cast offs and
detritus. These are poor tools, and any checks with
them are made at disadvantage.

BACKGROUND FEATURE

A needle that never bends

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Radiant Dagger +1. When combined with Rising sun part
[Radiant Dagger +1] 1 1 b this item will become the Rising Sun Spear
[Radiant Quarterstaff +1] 1 4
[Returning Spear +1] 1 3 Radiant Quarterstaff +1. when combined with the rising
sun part A dagger/tip it will form the rising sun spear

Returning Spear +1. this item keeps the radiant abilities


of its parts, and the charges are equal to the lowest
amount of charges left on either of its parts

ATTUNED MAGIC ITEMS 2 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

8 lb / 150 lb 300 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 +3 11 2

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Artificer

CANTRIPS Mending Prestidigitation

1ST LEVEL 2 SPELL SLOTS ● Detect Magic ● Identify


Absorb Elements Alarm Catapult
Cure Wounds Disguise Self Expeditious Retreat
Faerie Fire False Life Feather Fall
Grease Jump Longstrider
Purify Food and Drink Sanctuary Snare
Mending Prestidigitation Detect Magic
Transmutation Cantrip Transmutation Cantrip 1st-level divination (ritual)

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


RANGE Touch RANGE 10 feet RANGE Self
DURATION Instantaneous DURATION Up to 1 hour DURATION Concentration, up to 10 minutes
COMPONENTS V, S, M (two lodestones) COMPONENTS V, S COMPONENTS V, S

This spell repairs a single break or tear in an object you touch, such as This spell is a minor magical trick that novice spellcasters use for For the duration, you sense the presence of magic within 30 feet of
broken chain link, two halves of a broken key, a torn cloak, or a practice. You create one of the following magical effects within you. If you sense magic in this way, you can use your action to see a
leaking wineskin. As long as the break or tear is no larger than 1 foot range: faint aura around any visible creature or object in the area that bears
in any dimension, you mend it, leaving no trace of the former • You create an instantaneous, harmless sensory effect, such as a magic, and you learn its school of magic, if any. The spell can
damage. This spell can physically repair a magic item or construct, shower of sparks, a puff of wind, faint musical notes, or an odd odor. penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of
but the spell can’t restore magic to such an object. • You instantaneously light or snuff out a candle, a torch, or a common metal, a thin sheet of lead, or 3 feet of wood or dirt.
small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic
foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material
for 1 hour.
• You make a color, a small mark, or a symbol appear on an object
or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit
in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its
non-instantaneous effects active at a time, and you can dismiss such
an effect as an action.

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

Identify
1st-level divination (ritual)

CASTING TIME 1 minute


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

You choose one object that you must touch throughout the casting of
the spell. If it is a magic item or some other magic-imbued object, you
learn its properties and how to use them, whether it requires
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


Rising sun part A - dagger/tip Rising sun part B - staff Rising Sun - Spear
Weapons Weapons Weapons

This magic weapon grants a +1 bonus to attack and damage This magic weapon grants a +1 bonus to attack and damage This magic weapon grants a +1 bonus to attack and damage
rolls made with it. While holding it, the wielder can take a rolls made with it. While holding it, the wielder can take a rolls made with it, and it returns to the wielder’s hand
bonus action to cause it to shed bright light in a 30-foot bonus action to cause it to shed bright light in a 30-foot immediately after it is used to make a ranged attack.
radius and dim light for an additional 30 feet. The wielder radius and dim light for an additional 30 feet. The wielder
can extinguish the light as a bonus action. can extinguish the light as a bonus action.
The weapon has 4 charges. As a reaction immediately The weapon has 4 charges. As a reaction immediately
after being hit by an attack, the wielder can expend 1 after being hit by an attack, the wielder can expend 1
charge and cause the attacker to be blinded until the end charge and cause the attacker to be blinded until the end
of the attacker’s next turn, unless the attacker succeeds on of the attacker’s next turn, unless the attacker succeeds on
a Constitution saving throw against your spell save DC. The a Constitution saving throw against your spell save DC. The
weapon regains 1d4 expended charges daily at dawn. weapon regains 1d4 expended charges daily at dawn.

1 lb. Eberron: Rising from the Last War 4 lb. Eberron: Rising from the Last War 3 lb. Eberron: Rising from the Last War

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