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Level 2 Human (Mark of Making) Artificer 300

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Bramble Bog
Hermit Neutral Saghan
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Magical Tinkering. You must have tinker’s tools or


STRENGTH Studded Leather 15 other artisan’s tools in hand. You touch a Tiny
nonmagical object as an action and give it one of
PROFICIENCY BONUS +2
12
SHIELD
AC the following magical properties of your choice:The
object sheds bright light in a 5-foot radius and dim
N
CIE C
light for an additional 5 feet.Whenever tapped by a
+1 Strength creature, the object emits a recorded message (no
Y
PROFI

+1 more than 6 seconds long) that can be heard up to


+3 Dexterity
10 feet away.The object continuously emits your
✘ +4 Constitution ARMOR CLASS choice of an odor or a nonverbal sound. The chosen
DEXTERITY
✘ +6 Intelligence
phenomenon is perceivable up to 10 feet away.A
MAXIMUM HIT DICE TEMPORARY static visual effect appears on one of the object’s
16 +0 Wisdom

-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

VISION INSPIRATION EXHAUSTION nonmagical objects at the end of a long rest.


+0 Animal Handling (Wis)
Enhanced Arcane Focus. You can infuse a rod,
+2 +4 Arcana (Int) staff, or wand into an enhanced arcane focus.
Repeating Shot. You can infuse a simple or martial
+1 Athletics (Str)
weapon with the ammunition property into a
INTELLIGENCE -1 Deception (Cha) repeating weapon.
Talking Doll. Using this infusion, you can replicate
19 +4 History (Int)
+0 Insight (Wis)
a Talking Doll.
Candle of the Deep. Using this infusion, you can
replicate a Candle of the Deep.
-1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+4 +4 Investigation (Int)
✘ +2 Medicine (Wis) Artisan’s Intuition. When you make an Arcana
WISDOM
check or an ability check involving artisan’s tools,
✘ +6 Nature (Int) you can roll a d4 and add the number rolled to the

10 +0 Perception (Wis) ability check.


-1 Performance (Cha) Spellsmith (1/Long Rest). You know the mending
-1 Persuasion (Cha) cantrip. You can also cast the magic weapon spell
+0 ✘ +6 Religion (Int)
with this trait using Intelligence as your
spellcasting ability. When you do so, the spell lasts
✘ +5 Sleight of Hand (Dex) for 1 hour and doesn’t require concentration.
CHARISMA +3 Stealth (Dex)

8 +0 Survival (Wis)
SKILLS

-1 10 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Repeating Sling +1 30/120 +6 vs AC 1d4+4 bludgeoning
Ammunition
FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Shields

Weapon Proficiencies. Simple Weapons

Tool Proficiencies. Weaver’s tools, Woodcarver’s


tools, Herbalism kit, Thieves’ tools, Tinker’s tools

Languages. Common, Gnomish, Sylvan

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male +-25 1.69 60 Kg
GENDER AGE HEIGHT WEIGHT
Bramble Bog Grey Pale Black
CHARACTER NAME EYES SKIN HAIR

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

FLAW BACKGROUND STORY

Sin brazo izquierdo ni pierna derecha.


Discovery
The quiet seclusion of your extended hermitage gave
you access to a unique and powerful discovery. The
exact nature of this revelation depends on the nature
of your seclusion. It might be a great truth about the
cosmos, the deities, the powerful beings of the outer
planes, or the forces of nature. It could be a site that
no one else has ever seen. You might have uncovered
a fact that has long been forgotten, or unearthed
some relic of the past that could rewrite history. It
might be information that would be damaging to the
people who or consigned you to exile, and hence the
reason for your return to society.
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 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.

ATTUNED MAGIC ITEMS 1 / 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

29 lb / 180 lb 360 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 +6 14 5

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Artificer

CANTRIPS Magic Stone Thorn Whip

1ST LEVEL 2 SPELL SLOTS ● Alarm ● Cure Wounds


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

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Mending (Mark of Making)


Magic Stone Mending Thorn Whip
Transmutation Cantrip Transmutation Cantrip Transmutation Cantrip

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

Alarm Cure Wounds False Life


1st-level abjuration (ritual) 1st-level evocation 1st-level necromancy

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


RANGE 30 feet RANGE Touch RANGE Self
DURATION 8 hours DURATION Instantaneous DURATION 1 hour
COMPONENTS V, S, M (a tiny bell and a piece of fine silver wire) COMPONENTS V, S COMPONENTS V, S, M (a small amount of alcohol or distilled spirits)

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

CASTING TIME 1 minute CASTING TIME 1 bonus action


RANGE Touch RANGE 30 feet
DURATION Instantaneous DURATION 1 minute
COMPONENTS V, S, M (a pearl worth at least 100 gp and an owl feather) COMPONENTS V, S, M (a small silver mirror)

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.

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


Sickle Studded Leather Thieves’ Tools
Weapons Armor Tools

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

2 lb. Player’s Handbook 13 lb. Player’s Handbook 1 lbs. Player’s Handbook

Dungeoneer’s Pack Herbalism Kit Repeating Sling +1


Equipment Packs Tools Weapons

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

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