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Bramble Bog
Bramble Bog
STEALTH DISADVANTAGE
-1 Charisma
18 2d8 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 4
objects.
+3
Infuse Item. Whenever you finish a long rest, you
CURRENT HIT POINTS can touch a nonmagical object and imbue it with
CONSTITUTION DEATH SAVING THROWS
one of your artificer infusions, turning it into a
SAVING THROWS
magic item.Your infusion remains in an item
14 N
CIE C
+3 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
indefinitely, but when you die, the infusion vanishes
after 4 days have passed.You can infuse up to 2
Y
PROFI
RT
EXPE
8 +0 Survival (Wis)
SKILLS
-1 10 PASSIVE PERCEPTION
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You lived in seclusion—either in a sheltered community such as a monastery, or entirely a lone—for a formative part of
your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you
were looking for.
I’m oblivious to etiquette and social expectations.
PERSONALITY TRAITS
IDEAL
BOND
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Repeating Sling +1. This magic weapon grants a +1
Sickle 1 2 [Repeating Sling +1] 1 — bonus to attack and damage rolls made with it when it’s
[Studded Leather] 1 13 used to make a ranged attack, and it ignores the loading
Thieves’ Tools 1 1 property if it has it.If you load no ammunition in the
Dungeoneer’s Pack 1 10 weapon, it produces its own, automatically creating one
Herbalism Kit 1 3 piece of magic ammunition when you make a ranged
attack with it. The ammunition created by the weapon
vanishes the instant after it hits or misses a target.
0 0 0 0 0
29 lb / 180 lb 360 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Intelligence +6 14 5
CASTING TIME 1 bonus action CASTING TIME 1 minute CASTING TIME 1 action
RANGE Touch RANGE Touch RANGE 30 feet
DURATION 1 minute DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S, M (two lodestones) COMPONENTS V, S, M (the stem of a plant with thorns)
You touch one to three pebbles and imbue them with magic. You or This spell repairs a single break or tear in an object you touch, such as You create a long, vine-like whip covered in thorns that lashes out at
someone else can make a ranged spell attack with one of the pebbles broken chain link, two halves of a broken key, a torn cloak, or a your command toward a creature in range. Make a melee spell attack
by throwing it or hurling it with a sling. If thrown, it has a range of 60 leaking wineskin. As long as the break or tear is no larger than 1 foot against the target. If the attack hits, the creature takes 1d6 piercing
feet. If someone else attacks with the pebble, that attacker adds your in any dimension, you mend it, leaving no trace of the former damage, and if the creature is Large or smaller, you pull the creature
spellcasting ability modifier, not the attacker’s, to the attack roll. On damage. This spell can physically repair a magic item or construct, up to 10 feet closer to you. This spell’s damage increases by 1d6
a hit, the target takes bludgeoning damage equal to 1d6 + your but the spell can’t restore magic to such an object. when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
spellcasting ability modifier. Hit or miss, the spell then ends on the
stone.
If you cast this spell again, the spell ends early on any pebbles still
affected by it.
Spellcasting (Artificer) Xanathar’s Guide to Everything Spellsmith (Mark of Making) Player’s Handbook Spellcasting (Artificer) Player’s Handbook
You set an alarm against unwanted intrusion. Choose a door, a A creature you touch regains a number of hit points equal to 1d8 + Bolstering yourself with a necromantic facsimile of life, you gain 1d4
window, or an area within range that is no larger than a 20-foot cube. your spellcasting ability modifier. This spell has no effect on undead + 4 temporary hit points for the duration.
Until the spell ends, an alarm alerts you whenever a tiny or larger or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd
creature touches or enters the warded area. When you cast the spell, At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each
you can designate creatures that won’t set off the alarm. You also level or higher, the healing increases by 1d8 for each slot level above slot level above 1st.
choose whether the alarm is mental or audible. 1st.
A mental alarm alerts you with a ping in your mind if you are within
1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds
within 60 feet.
Prepared (Artificer) Player’s Handbook Prepared (Artificer) Player’s Handbook Prepared (Artificer) Player’s Handbook
Identify Sanctuary
1st-level divination (ritual) 1st-level abjuration
You choose one object that you must touch throughout the casting of You ward a creature within range against attack. Until the spell ends,
the spell. If it is a magic item or some other magic-imbued object, you any creature who targets the warded creature with an attack or a
learn its properties and how to use them, whether it requires harmful spell must first make a Wisdom saving throw. On a failed
attunement to use, and how many charges it has, if any. You learn save, the creature must choose a new target or lose the attack or
whether any spells are affecting the item and what they are. If the spell. This spell doesn’t protect the warded creature from area
item was created by a spell, you learn which spell created it. If you effects, such as the explosion of a fireball. If the warded creature
instead touch a creature throughout the casting, you learn what makes an attack, casts a spell that affects an enemy, or deals damage
spells, if any, are currently affecting it. to another creature, this spell ends.
Made from tough but flexible leather, studded leather is Perhaps the most common tools used by adventurers, thieves’
reinforced with close-set rivets or spikes. tools are designed for picking locks and foiling traps.
Proficiency with the tools also grants you a general knowledge
of traps and locks.
Components. Thieves’ tools include a small file, a set Of lock
picks, a small mirror mounted on a metal handle, a set of
narrow—bladed scissors, and a pair of pliers.
History. Your knowledge of traps grants you insight when
answering questions about locations that are renowned for
their traps.
Investigation and Perception. You gain additional insight
when looking for traps, because you have learned a variety of
common signs that betray their presence.
Set a Trap. Just as you can disable traps, you can also set
them. As part of a short rest, you can create a trap using items
you have on hand. The total of your check becomes the DC for
someone else’s attempt to discover or disable the trap. The
trap deals damage appropriate to the materials used in
crafting it (such as poison or a weapon) or damage equal to
half the total of your check, whichever the DM deems
appropriate.
THIEVES’ TOOLS
Activity DC
Pick a lock Varies
Disable a trap Varies
Includes a backpack, a crowbar, a hammer, 10 pitons, 10 Proficiency with an herbalism kit allows you to identify plants This magic weapon grants a +1 bonus to attack and damage
torches, a tinderbox, 10 days of rations, and a waterskin. and safely collect their useful elements. rolls made with it when it’s used to make a ranged attack,
The pack also has 50 feet of hempen rope strapped to the Components. An herbalism kit includes pouches to store and it ignores the loading property if it has it.If you load no
side of it. herbs, clippers and leather gloves for collecting plants, a mortar ammunition in the weapon, it produces its own,
and pestle, and several glass jars. automatically creating one piece of magic ammunition
Arcana. Your knowledge of the nature and uses of herbs can when you make a ranged attack with it. The ammunition
add insight to your magical studies that deal with plants and created by the weapon vanishes the instant after it hits or
your attempts to identify potions.
Investigation. When you inspect an area overgrown with misses a target.
plants, your proficiency can help you pick out details and clues
that others might miss.
Medicine. Your mastery of herbalism improves your ability to
treat illnesses and wounds by augmenting your methods of
care with medicinal plants.
Nature and Survival. When you travel in the wild, your skill
in herbalism makes it easier to identify plants and spot sources
of food that others might overlook.
Identify Plants. You can identify most plants with a quick
inspection of their appearance and smell.
HERBALISM KIT
Activity DC
Find plants 15
Identify poison 20
10 lbs. Player’s Handbook 3 lbs. Player’s Handbook — Eberron: Rising from the Last War