You are on page 1of 6

Artificer (2) Far Traveller Jan

CLASS & LEVEL BACKGROUND PLAYER NAME


Ringstot Orc (Variant) Chaotic Evil
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
16 +2 30
-1 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

8 PERSONALITY TRAITS

Hit Point Maximum 19


-1 Strength
DEXTERITY
+2 Dexterity

+2 ●


+5 Constitution
+5 Intelligence
CURRENT HIT POINTS IDEALS

14 0 Wisdom
0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+3 +2 Acrobatics (Dex) SUCCESSES

16 0 Animal Handling (Wis)


2x(1d8+3)
FAILURES

+5 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE Athletics (Str)
-1

+3 0 Deception (Cha)
+3 History (Int)
NAME ATK BONUS DAMAGE/TYPE

16 ●
+2 Insight (Wis)
Crossbow, light +4 1d8+2 piercing
Bagpipes
WISDOM

+2 Intimidation (Cha)
+3 Investigation (Int)
Dagger +4 1d4+2 piercing
Clothes, traveler’s
0 Medicine (Wis)
Quarterstaff +1 1d6-1 bludgeoning
Crossbow bolt
0 ●
+5 Nature (Int)
x20

+2 Perception (Wis) Number of
10
0 Performance (Cha)
Attacks: 1 Dungeoneer's
CHARISMA
0 Persuasion (Cha)
+3 Religion (Int)
Pack
0 +2 Sleight of Hand (Dex) Pouch
10
+2 Stealth (Dex)
Survival (Wis)
Scale mail
0

SKILLS ATTACKS & SPELLCASTING


Thieves' Tools
12 PASSIVE WISDOM (PERCEPTION)
CP

SP
Tool Proficiencies: Bagpipes;
Thieves' Tools; Tinker's Tools
EP

Weapon Proficiencies: Simple


GP
5
Armor Proficiencies: Light;
Medium; Shields PP

Language Proficiencies:
Common; Draconic; Orc
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
57 170 65
AGE HEIGHT WEIGHT
Ringstot Green Green Bald
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

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

0 CANTRIPS 3 6
Poison Spray
Spare the Dying

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

Absorb Elements

Disguise Self
4
SPELLS KNOWN

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

Darkvision: 60 ft.

-----------Other Traits------------
Adrenaline Rush. You can take the Dash action as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Whenever
you use this trait, you gain a number of temporary hit points equal to your proficiency bonus.

All Eyes on You. Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you
also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and
places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

Brewer's supplies. You have proficiency with artisan's tools (Brewer's supplies).

Equipment. You possess any one musical instrument or gaming set you are proficient with. If you choose a musical instrument, select it from the instrument section on the equipment page. If you choose a gaming
set enter it manually.

You also possess poorly wrought maps from your homeland that depict where you are in Faerûn, and a small piece of jewelry worth 10 gp in the style of your homeland's craftsmanship. Enter these manually as
custom items.

Infuse Item. At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.

INFUSIONS KNOWN
When you gain this feature, pick four artificer infusions to learn, choosing from the "Artificer Infusions" section at the end of the class's description. You learn additional infusions of your choice when you reach
certain levels in this class, as shown in the Infusions Known column of the Artificer table.
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

INFUSING AN ITEM
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works
on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must
do so using the normal process for attunement (see "Attunement" in chapter 7 of the Dungeon Master's Guide).
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you
give up your knowledge of the infusion for another one.
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each
of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately
ends, and then the new infusion applies.

Infusion: Enhanced Defense. Item: A suit of armor or a shield


A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.
The bonus increases to +2 when you reach 10th level in this class. Enter this manually as a custom item that grants AC.

Infusion: Enhanced Weapon. Item: A simple or martial weapon


This magic weapon grants a +1 bonus to attack and damage rolls made with it.
The bonus increases to +2 when you reach 10th level in this class.

Infusion: Replicate Alchemy Jug. Using this infusion, you replicate a particular magic item; an Alchemy Jug. See the item's description in the Dungeon Master's Guide for more information about it, including the type
of object required for its making and whether it requires attunement.

Infusion: Replicate Goggles of Night. Using this infusion, you replicate a particular magic item; Goggles of Night. See the item's description in the Dungeon Master's Guide for more information about it, including the
type of object required for its making and whether it requires attunement.

Magical Tinkering. At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have tinker's tools or other artisan's tools in hand. You then touch a Tiny nonmagical
object as an action and give it one of the following magical properties of your choice:
• The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
• Whenever tapped by a creature, the object emits a 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
more than 6 seconds long.
• 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 10 feet away.
• A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this
feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Optional Rule: Firearm Proficiency. The secrets of creating and operating gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in
chapter 9 of the Dungeon Master's Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.

Optional Rule: Multiclassing. If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose artificer as one of your classes.
Ability Score Minimum. As a multiclass character, you must have at least an Intelligence score of 1 3 to take a level in this class, or to take a level in another class if you are already an artificer.
Proficiencies Gained. If artificer isn't your initial class, here are the proficiencies you gain when you take your first level as an artificer: light armor, medium armor, shields, thieves' tools, tinker's tools.
Spell Slots. Add half your levels (rounded up) in the artificer class to the appropriate levels from other classes to determine your available spell slots.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can’t do so again until you finish a long rest.

Ritual Casting. You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spell Slots at First Level. You have two 1st level spell slots at first level. These do not display properly until reaching level 2.

Spellcasting. You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don't appear to be casting spells in a
conventional way; you look as if you're producing wonders using mundane items or outlandish inventions.

TOOLS REQUIRED
You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature.
You must be proficient with the tool to use it in this way. See chapter 5, "Equipment," in the Player's Handbook for descriptions of these tools.
After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.

CANTRIPS (0-LEVEL SPELLS)


At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.
When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

PREPARING AND CASTING SPELLS


The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all
expended spell slots when you finish a long rest.
You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer
level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination.
If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each
spell on your list.

SPELLCASTING ABILITY
Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell
refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier.

Tool Proficiency. You have proficiency with one type of artisan's tools of your choice.
Page 1

Poison Spray Spare the Dying Absorb Elements


Artificer Cantrip Conjuration DC 13 Spell Mod +5 Artificer Cantrip Necromancy DC 13 Spell Mod +5 Artificer Level 1 Abjuration DC 13 Spell Mod +5
1 Act. 10 ft V,S Inst 1 Act. Touch V,S Inst 1 reAct. Self S 1 Rnd

You extend your hand toward a creature you You touch a living creature that has 0 hit The spell captures some of the incoming
can see within range and project a puff of points. The creature becomes stable. This spell energy, lessening its effect on you and storing
noxious gas from your palm. The creature has no effect on undead or constructs. it for your next melee attack. You have
must succeed on a Constitution saving throw resistance to the triggering damage type until
or take 1d12 poison damage. This spell’s the start of your next turn. Also, the first time
damage increases by 1d12 when you reach 5th you hit with a melee attack on your next turn,
level (2d12), 11th level (3d12), and 17th level the target takes an extra 1d6 damage of the
(4d12). triggering type, and the spell ends. At Higher
Levels. When you cast this spell using a spell
slot of 2nd level or higher, the extra damage
increases by 1d6 for each slot level above 1st.

Disguise Self
Artificer Level 1 Illusion DC 13 Spell Mod +5
1 Act. Self V,S 1 hr

You make yourself—including your clothing,


armor, weapons, and other belongings on
your person look different until the spell ends
or until you use your action to dismiss it. You
can seem 1 foot shorter or taller and can
appear thin, fat, or in between. You can't
change your body type, so you must adopt a
form that has the same basic arrangement of
limbs. Otherwise, the extent of the illusion is
up to you. The changes wrought by this spell
fail to hold up to physical inspection. For
example, if you use this spell to add a hat to
your outfit, objects pass through the hat, and
anyone who touches it would feel nothing or
would feel your head and hair. If you use this
spell to appear thinner than you are, the hand
of someone who reaches out to touch you
would bump into you while it was seemingly
still in midair. To discern that you are
Page 1 (reverse)

Disguise Self (reverse)


disguised, a creature can use its action to
inspect your appearance and must succeed on
an Intelligence (Investigation) check against
your spell save DC.

You might also like