You are on page 1of 3

Armorer Artificer/ 3 Sage Zach T.

CLASS & LEVEL BACKGROUND PLAYER NAME


D'Andre Steelborne
Human (Variant) Milestone
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
17 +2 35ft.
+0 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

10 PERSONALITY TRAITS

Hit Point Maximum 26 (Avg.)


+0
Strength
DEXTERITY

+2 ●


+2

+4
Dexterity
Constitution
26
CURRENT HIT POINTS IDEALS
● +5
Intelligence
14 +1
Wisdom
+0
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+2

+4
Acrobatics (Dex) Total 3d8+2 SUCCESSES
14
+1
Animal Handling (Wis) 3 FAILURES

+5
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
+0
Athletics (Str)

+3 ●


+0

+5
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
-1st: Feat- Skilled
You gain proficiency in any combination of three skills or tools of your choice.
Lightning Launcer +5 1d6+2 Lightning (90/300) (Chose Stealth, Sleight of Hands, and Acrobatics)
16 +1
Insight (Wis) -1st: Magical Tinkering
To use this ability, you must have thieves' tools or artisan's tools in hand. You
+0
Intimidation (Cha) then touch a Tiny nonmagical object as an action and give it one of the following
magical properties of your choice: (See Tasha's Page 11 for more details)
WISDOM ●
+5
Investigation (Int) -2nd: Infuse Item
See Tasha's for more details. Infusions known will be put in "Additional Features
+1
Medicine (Wis)
+1 +3
Nature (Int)
and Traits"

-3rd: The Right Tool for the Job


With thieves' tools or artisan's tools in hand, you can magically create one set of
artisan's tools in an unoccupied space within 5 feet of you. This creation

+3
Perception (Wis) requires 1 hour of uninterrupted work. The tools are nonmagical, and they
12 vanish when you use this feature again.

+0
Performance (Cha) -3rd: Artificer Specialist- Armorer

CHARISMA +0
Persuasion (Cha) -3rd: Tools of the Trade
When you adopt this specialization at 3rd level, you gain proficiency with heavy
armor. You also gain proficiency with smith's tools. If you already have this tool
+3
Religion (Int) proficiency, you gain proficiency with one other type of artisan's tools of your

+0 ●
+4
Sleight of Hand (Dex)
choice.

-3rd: Arcane Armor


Beginning at 3rd level, your metallurgical pursuits have led to you making armor

+4
Stealth (Dex) a conduit for your magic. As an action, you can turn a suit of armor you are
wearing into Arcane Armor, provided you have smith's tools in hand.
11
+1
Survival (Wis) You gain the following benefits while wearing this armor:

If the armor normally has a Strength requirement, the arcane armor lacks this
SKILLS ATTACKS & SPELLCASTING requirement for you.
>You can use the arcane armor as a spellcasting focus for your artificer spells.
>The armor attaches to you and can’t be removed against your will. It also
expands to cover your entire body, although you can retract or deploy the
helmet as a bonus action.
PASSIVE WISDOM (PERCEPTION)
CP
Wealth Roll: 130 gp >The armor replaces any missing limbs, functioning identically to a body part it
is replacing.
The armor continues to be Arcane Armor until you don another suit of armor or
you die.
Chain Shirt: AC=13+dex Armor Model
SP (max 2) Beginning at 3rd level, you can customize your Arcane Armor. When you do so,
Armor: All, Shields choose one of the following armor models: Guardian or Infiltrator. The model
you choose gives you special benefits while you wear it. (CURRENTLY
INFILTRATOR, SEE TASHA'S IF YOU WANT TO SWITCH
Weapons: Simple, (Firearms) EP
Shield: AC +2
Each model includes a special weapon. When you attack with that weapon, you

Tools: Thieves Tools, Tinker's Dagger x2: 1d4+dex pierce,


can add your Intelligence mod to the attack and damage rolls.

You can change the armor's model whenever you finish a short or long rest,
Tools, Smiths Tools, (1 more GP light, finesse, thrown (20/60)
provided you have smith's tools in hand.

Infiltrator. You customize your armor for subtle undertakings. It has the following
artisan set) features:

Explorer's Pack Lightning Launcher. A gemlike node appears on one of your armored fists or on
PP the chest (your choice). It counts as a simple ranged weapon, with a normal
range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage
on a hit. Once on each of your turns when you hit a creature with it, you can
Thieve's Tools deal an extra 1d6 lightning damage to that target.
Powered Steps. Your walking speed increases by 5 feet.
Dampening Field. You have advantage on Dexterity (Stealth) checks. If the
Smith's Tools armor normally imposes disadvantage on such checks, the advantage and
disadvantage cancel each other, as normal.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Infusions Known:
Generally speaking, this *****
artificer is an engineer who is *****
interested in ancient *****
technology. He focuses on *****
sneaking around.

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

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

0 CANTRIPS 3 6
********
********

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

**********

**********
4
**********
SPELLS KNOWN

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

You might also like