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Level 1 Half-Elf Artificer 0

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


a
Courtier Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

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


STRENGTH Unarmored (10) 10 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


+0 Dexterity
object sheds bright light in a 5-foot radius and dim
✘ +5 Constitution ARMOR CLASS light for an additional 5 feet.Whenever tapped by a
DEXTERITY
✘ +7 Intelligence
creature, the object emits a recorded message (no
MAXIMUM HIT DICE TEMPORARY more than 6 seconds long) that can be heard up to
10 +2 Wisdom

+1 Charisma
11 1d8 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
+0 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 5
CONSTITUTION DEATH SAVING THROWS
objects.
SAVING THROWS

16 N
CIE C

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

RT

EXPE

+2 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+3 +5 Arcana (Int) Darkvision

+0 Athletics (Str)
INTELLIGENCE +1 Deception (Cha)

20 ✘
+5 History (Int)
+4 Insight (Wis)
+1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+5 +5 Investigation (Int)
+2 Medicine (Wis) Fey Ancestry. You have advantage on saving
WISDOM
throws against being charmed, and magic can’t
+5 Nature (Int) put you to sleep.

15 +2 Perception (Wis)
+1 Performance (Cha)
✘ +3 Persuasion (Cha)
+2 +5 Religion (Int)
+0 Sleight of Hand (Dex)
CHARISMA +0 Stealth (Dex)

12 +2 Survival (Wis)
SKILLS

+1 12 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +0 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE

FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Shields

Weapon Proficiencies. Simple Weapons

Tool Proficiencies. Thieves’ tools, Tinker’s tools

Languages. Common, Elvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'9" 110 lb.
GENDER AGE HEIGHT WEIGHT
a
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You
might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could
have secured you this position.

You might have been one of the many functionaries, attendants, and other hangers-on in the Court of Silverymoon, or
perhaps you traveled in Waterdeep’s baroque and sometimes cutthroat conglomeration of guilds, nobles, adventurers,
and secret societies. You might have been one of the behind-the-scenes law-keepers or functionaries in Baldur’s Gate or
Neverwinter, or you might have grown up in and around the castle of Daggerford.
PERSONALITY TRAITS
Even if you are no longer a full-ft edged member of the group that gave you your start in life, your relationships with
your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with
your new companions that further the interest of the organization that gave you your start in life. In any event, the
abilities that you honed while serving as a courtier will stand you in good stead as an adventurer.

IDEAL

BOND

FLAW BACKGROUND STORY

Feature: Court Functionary


Your knowledge of how bureaucracies function lets
you gain access to the records and inner workings of
any noble court or government you encounter. You
know who the movers and shakers are, whom to go
to for the favors you seek, and what the current
intrigues of interest in the group are.

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

ATTUNED MAGIC ITEMS 0 / 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

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 +7 15 5

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Artificer

1ST LEVEL 2 SPELL SLOTS Absorb Elements Alarm


Catapult Cure Wounds Detect Magic
Disguise Self Expeditious Retreat Faerie Fire
False Life Feather Fall Grease
Identify Jump Longstrider
Purify Food and Drink Sanctuary Snare

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