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Artillerist Artificer (Level 3) Construct Remmington J.

Stewart
WX-78 CLASS & LEVEL BACKGROUND PLAYER NAME

Warforged Chaotic Neutral N/A


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION

15 +1 30 I believe organics are deeply flawed


STRENGTH

+2 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
abominations compared to me, but I
still love doing what they tell me to do!
14 PERSONALITY TRAITS

Hit Point Maximum


+2 Strength

27 Efficiency. Do whatever it takes to


DEXTERITY +1 Dexterity

+1 ●


+5

+5
Constitution
Intelligence
CURRENT HIT POINTS
finish the job and have it done right.
IDEALS

12 +0 Wisdom
-1 Charisma An inanimate object is my best friend
CONSTITUTION SAVING THROWS and soul mate. I talk to it every day.

+3
TEMPORARY HIT POINTS BONDS

+1 Acrobatics (Dex) Total SUCCESSES My artificial mind is slowly tearing itself apart.
16 +0 Animal Handling (Wis)
3d8 FAILURES
Sometimes I cannot help but fixate on one specific
thing.
● +5 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● +4 Athletics (Str)

+3 -1

+3
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
INFUSIONS!
16 ● +2 Insight (Wis) (Known: 4, Max Active: 2)
-1 Intimidation (Cha)
Enhanced Arcane Focus (Screwdriver): While
WISDOM ● +5 Investigation (Int)
holding this item, a creature gains +1 bonus to spell

+0 attack rolls. in addition, the creature ignores half


+0 Medicine (Wis)
+3 Nature (Int) Crowbar (Club) cover when making a spell attack. The bonus
Attack: d20 + 4 (+2 Proficiency, +2 Strength) + 1 when Infused.
+2 One-Handed Damage: 1d4 + 2 (Bludgeoning) + 1 when Infused.
increases to +2 when you reach 10th level in this
● Perception (Wis)
10 Properties: Light class.
-1 Performance (Cha)
Screwdriver (Dagger) ACTIVE? [ ]
-1 Persuasion (Cha) Attack: d20 + 4 (+2 Proficiency, +2 Strength)
CHARISMA One-Handed Damage: 1d4 + 2 (Piercing)
+3 Religion (Int) Properties: Finesse, Light Enhanced Defense (Studded Leather Armor): A

-1 +1 Sleight of Hand (Dex) Staple Gun (Hand Crossbow)


Range: 30' - 120'
creature gains a +1 bonus to Armor Class while
wearing (armor) or wielding (shield) the infused
Attack: d20 + 3 (+1 Dexterity, +2 Proficiency) + 1 when Infused.
+1 Stealth (Dex)
Damage: 1d6 + 1 (Piercing) + 1 when Infused.
item. The bonus increases to +2 when you reach
8 +0 Survival (Wis) Properties: Ammunition, Light, Loading 10th level in this class.
Ignore the "Loading" property when infused.
ACTIVE? [ ]
SKILLS ATTACKS & SPELLCASTING
Enhanced Weapon (Crowbar): This magic weapon
grants a +1 bonus to attack and damage rolls made
12 PASSIVE WISDOM (PERCEPTION)
CP Backpack, Crowbar with it. The bonus increases to +2 when you reach
10th level in this class.
(Club), Hammer, Hempen ACTIVE? [ ]
Rope (50'), Pitons (x10),
SP
Armor: Light, Medium, Shields.
Repeating Shot (Staple Gun): This magic weapon
EP
Screwdriver (Dagger), grants a +1 bonus to attack and damage rolls made
Weapons: Simple. Staple Gun (Hand with it when it's used to make a ranged attack, and
it ignores the loading property if it has it. If you load
GP Crossbow), Studded
no ammunition in the weapon, it produces its own,
Tools: Artificers, Smithing, Thieves, Leather Armor (+2AC), automatically creating one piece of magic
Tinkers, Woodworkers. PP
Thieve's Tools, ammunition when you make a ranged attack with it.
The ammunition created by the weapon vanishes
Tinderbox, Torches (x10), the instant after it hits or misses a target.
Languages: Binary, Common, Gnomish.
Waterskin (Oil). ACTIVE? [ ]

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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N/A 5' 2" 200 Lbs.
WX-78
AGE HEIGHT WEIGHT

Polished Glass Lenses Leather, Wood & Metal N/A


CHARACTER NAME EYES SKIN HAIR

Flamethrower (Eldritch Cannon): The cannon exhales


NAME
fire in an adjacent 15-foot cone that you designate.
Each creature in that area must make a Dexterity This Unit Requires No God.
saving throw against your spell save DC, taking 2d8 fire
damage on a failed save or half as much damage on a
successful one. The fire ignites any flammable objects
in the area that aren't being worn or carried.

Force Ballista (Eldritch Cannon): Make a ranged spell


attack, originating from the cannon, at one creature or
object within 120 feet of it. On a hit, the target takes
2d8 force damage, and if the target is a creature, it is
pushed up to 5 feet away from the cannon.

Protector (Eldritch Cannon): The cannon emits a burst


of positive energy that grants itself and each creature SYMBOL
of your choice within 10 feet of it a number of
temporary hit points equal to 1d8 + your Intelligence
modifier (minimum of +1).

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Constructed Resilience (Passive): You have advantage on saving throws against being poisoned,
Magical Tinkering (Action): At 1st level, you've learned
and you have resistance to poison damage. You don’t need to eat, drink, or breathe. You are
how to invest a spark of magic into mundane objects.
To use this ability, you must have thieves' tools or immune to disease. You don't need to sleep, and magic can't put you to sleep.
artisan's tools in hand. You then touch a Tiny
nonmagical object as an action and give it one of the Integrated Protection (Passive): Your body has built-in defensive layers, which can be enhanced
following magical properties of your choice:
with armor. You gain a +1 bonus to Armor Class. You can don only armor with which you have
- The object sheds bright light in a 5-foot radius and proficiency. To don armor, you must incorporate it into your body over the course of 1 hour,
dim light for an additional 5 feet. during which you must 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 you live, your armor
- Whenever tapped by a creature, the object emits a
can't be removed from your body against your will.
recorded message that can be heard up to 10 feet
away. You utter the message when you bestow this
property on the object, and the recording can be no Sentry's Rest (Flavor): When you take a long rest, you must spend at least six hours in an
more than 6 seconds long. inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t
render you unconscious, and you can see and hear as normal.
- The object continuously emits your choice of an
odor or a nonverbal sound (wind, waves, chirping, or
the like). The chosen phenomenon is perceivable up to Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.
10 feet away.
ADDITIONAL FEATURES & TRAITS

- A static visual effect appears on one of the object's


surfaces. This effect can be a picture, up to 25 words of Eldritch Cannon: At 3rd level, you've learned how to create a magical cannon. Using woodcarver's tools or smith's tools, you
text, lines and shapes, or a mixture of these elements, can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5
as you like. feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand. Once you create a cannon,
you can't do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one cannon
The chosen property lasts indefinitely. As an action, at a time and can't create one while your cannon is present.
you can touch the object and end the property early.
The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times
You can bestow magic on multiple objects, touching your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving
one object each time you use this feature, though a throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is
single object can only bear one property at a time. The reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.
maximum number of objects you can affect with this
feature at one time is equal to your Intelligence When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing
modifier (minimum of one object). If you try to exceed from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to
activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15
your maximum, the oldest property immediately ends,
feet to an unoccupied space, provided it has legs.
and then the new property applies.
CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Artificer
Intelligence 13 +5 / +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Mending (1 Minute)
Shocking Grasp (Action)

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

Absorb Elements (Reaction)

Arcane Weapons (Bonus Action)


4
Identify (1 Minute)

Shield (Reaction)

Thunderwave (Action)
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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