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Artificer 7 Guild Artisan cassie

CLASS & LEVEL BACKGROUND PLAYER NAME


Ambrose?
earth genasi (?) True Neutral (oblex homonculus)
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I put a lot of thought into my
16 +2 30 actions. It is better to take your
13 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
time and plan things out, to
ensure you get the desired result.
+1 PERSONALITY TRAITS

Hit Point Maximum 66


1
Strength I believe we must all be aware of potential
DEXTERITY

14 ●


2

7
Dexterity
Constitution
66 consequences to our actions, and how it
might affect others.
CURRENT HIT POINTS IDEALS
● 7
Intelligence
+2 1
Wisdom
I care most about my family, who are
1
Charisma waiting for me to return from my
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

18
Acrobatics (Dex) Total 7d8 SUCCESSES I like to take my time with things,
+4 even if the situation calls for urgency.
Animal Handling (Wis) 7d8 FAILURES

Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE
Athletics (Str)

18

Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Merge with Stone. You can cast the
qtr. staff +4 1d6 bld +1 Pass without Trace spell once with this
+4 ●
4
Insight (Wis)
trait, requiring no material components,
Intimidation (Cha) l. hammer +4 1d4 bld +1 and you regain the ability to cast it this
WISDOM Investigation (Int) way when you finish a long rest.
Light Cross +5 1d8 pier +2 Constitution is your spellcasting ability
● 4
Medicine (Wis)
13 ●

7
Nature (Int) quarter staff - versatile (1d8)
for this spell.
Earth Walk. You can move across
Perception (Wis) light hammer - can be thrown difficult terrain made of earth or stone
+1 without expending extra movement.
Performance (Cha) (20/60) Magical Tinkering - can make [4] tiny
CHARISMA

4
Persuasion (Cha) light crossbow - 2 handed magic objects (see list for details)
Religion (Int) (80/320) Experimental Elixer: make 2 per long
12 Sleight of Hand (Dex)
rest (see chart)
Alchemical Savant: bonus to spells that
Stealth (Dex) heal or deal acid, fire, necrotic, or
+1 poison damage (bonus = int. mod.)
Survival (Wis)
The Right Tool For The Job: using
SKILLS ATTACKS & SPELLCASTING thieves/artisans tools, you can magically
create one set of artisans tools. takes 1
hour (can be during a rest) and they
PASSIVE WISDOM (PERCEPTION) Thieves Tools
CP Backpack disappear when you use this feature
Crowbar again.
Hammer Tool Expertise: doubles proficiency
Light Armor SP 10 pitons bonus when using artisans tools for a
Medium Armor 10 torches check (+6)
Shields tinderbox Flash of genius: when I/another
EP 10 days rations
Simple Weapons creature within 30 ft make a check or
Thieves' Tools Waterskin saving throw, i can rxn add my
50 ft hempen rope
Tinker's Tools GP 105 Traveler's clothes intelligence mod. i can do this a number
Cartographer's Tools Letter of introduction from guild of times equal to my intelligence mod
Alchemist's Supplies Alchemist Supplies per long rest.
PP
Common Cartographer's tools
Primordial lantern with continual flame cast
Deep Speech (doesn't know where they inside
learned that) - mindflayer language
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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25 5'11" 200
AGE HEIGHT WEIGHT

opal opal opal


CHARACTER NAME EYES SKIN HAIR

Family: well known? idk


NAME
has tradition of the adventure
rite of passage
[character] left on the rite of
passage when they were 20,
memory gap starts shortly after
turning 21 - is now 25
maybe???? - Leading up to the
memory loss, they were apart
of another adventuring group
and got separated bc of some
incident before their memories
cut out. SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

MODIFIED WILD MAGIC SURGE TABLE? like every time they do something
[character] is a normal adventurer who too physically strenuous they have to roll and if they fail some part of them
is looking for experience, as it is their starts falling off and they have to reattach it.
family's tradition to go on an adventure
upon reaching adulthood. At least,
that's what they tell people they meet.
In actuality, [character] is an escaped RACE: earth genasi? would help them rationalize their belief that they are the
experiment of some secretive group original. satyr also looks cool.
(looking to create life or something, idk. in the past they tend to leave dust places? that kind of earth genasi? or
prob mind flayers). [character] does not stone-like with small crystals/a fissure instead of a scar that reveals
know much about this group, nor their gemstones.
goals, so is avoiding them. They have eyes the same color as rest of body? - looks like a statue
large gaps in their memories, and boulder opal? grape agate?
believe that the group did something to
change them, as they are slowly
melting over time and use potions and
you can like forshadow with that meme discussion "if you have sex with a
alchemy to stave off the decay, but they clone of yourself, is that masturbation or gay sex?" and like ask how many
don't have long left. In truth, (though different memories does a clone need to have before they become a different
they don't know this) they are sort of person?
homonculus created by the organization
using stuff like clay from a golem and ADDITIONAL FEATURES & TRAITS
most importantly, a young oblex. This
oblex ate the memories of the original
[character] early on in their adventure,
either before the organization caught it
or bc the organization exposed the
adventurer to it, before it was used in
the homonculus, so when it went
through this process it manifested the
only memories it had eaten. [character]
is among the first prototypes though, so
they aren't stable, making the need for
making stabilizing agents / finding a
permanent fix. They also still have so
oblex tendencies/desires but they don't
know why or understand, so they often
go around asking people for stories.
CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Artificer Int 15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6 3 items INFUSIONS


spare the dying ● spell refueling ring

mending ● Enhanced Arcane Focus

● Replicate Magic Item - Alchemy Jug

sword burst? ● Homunculus Servant

thorn whip? ● Radiant Weapon

● Replicate Magic Item - Cloak of the Manta Ray

can have 7 spells prepared (not including alchemist spells)

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

● healing word (alchemist)

● ray of sickness (alchemist)


4
absorb elements

● arcane weapon
SPELLS KNOWN

catapult

● cure wounds

detect magic

● expeditious retreat

● faerie fire

feather fall
8

longstrider

● tasha's caustic brew

2 3
● flaming sphere (alchemist)

● melf's acid arrow (alchemist)

● Aid
5
arcane lock

blur
9
Enhance ability

● enlarge/reduce

heat metal

lesser restoration

magic weapon

spider climb

rope trick

web

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

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