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Artillerist Artificer lv.

1 Kerem Kağan Arslan


CLASS & LEVEL BACKGROUND PLAYER NAME
Clarkem Arslkent
Human True Neutral 0
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
12 12
15 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

+2 PERSONALITY TRAITS

Hit Point Maximum


15 Strength
DEXTERITY

14 ●
15

21
Dexterity
Constitution
13 (+1d8 per lv)
CURRENT HIT POINTS IDEALS
● 20 Intelligence
+2 18 Wisdom
15 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
16
Acrobatics (Dex) Total SUCCESSES
+3 Animal Handling (Wis)
1d8/lv FAILURES
● +3 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE Athletics (Str)

17 Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Magical Tinkering
At 1st level, you learn how to invest a spark of
+3 Insight (Wis)
magic in objects that would otherwise be
Intimidation (Cha) mundane. To use this ability, you must have
thieves’ tools, tinker’s tools, or other artisan’s
WISDOM Investigation (Int) tools in hand. You then touch a Tiny nonmagical
Medicine (Wis) object as an action and give it one of the
14 Nature (Int)
following magical properties of your choice:
• The object sheds bright light in a 5-foot radius
Perception (Wis) and dim light for an additional 5 feet.
+2 • Whenever tapped by a creature, the object
Performance (Cha) emits a recorded message that can be heard up
to 10 feet away. You utter the message when
Persuasion (Cha)
CHARISMA you bestow this property on the object, and
Religion (Int) the recording can be no more than 6 seconds
13 ● +2 Sleight of Hand (Dex)
long.
• The object continuously emits your choice of
Stealth (Dex) an odor or a nonverbal sound (wind, waves,
+1 chirping, or the like). The chosen phenomenon
Survival (Wis) is perceivable up to 10 feet away.
• A static visual effect appears on one of the
SKILLS ATTACKS & SPELLCASTING 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
PASSIVE WISDOM (PERCEPTION) chosen property lasts indefinitely. As an
CP Handaxe (1d6 action, you can touch the object and end the
piercing), Light property early.
You can give the magic of this feature to
Armour: Light Armour, Medium Armour, Shields SP Hammer (1d4 multiple objects, touching one object each time
Weapons: Simple Weapons, Hand Crossbows, Heavy you use the feature, and a single object can
Crossbows bludgeoning) bear
Tools: Thieves' tools, tinker's tools, Artisan's tools
Languages: Can speak, read, and write Common and
EP
Hand Crossbow, 20 only one of the properties at a time. The
maximum number of objects you can affect with
Dwarvish
Optional Rule: Firearm Proficiency
bolts the feature at one time is equal to your
The creation and operation of gunpowder weapons GP 120 Scale Mail, Intelligence modifier (minimum of one object). If
have been discovered in various corners of the D&D you try to exceed your maximum, the oldest
multiverse. If your Dungeon Master uses the rules on Thieves’ Tools and a property immediately ends, and then the new
firearms in the Dungeon Master’s Guide (p. 267) and PP property applies.
your artificer has been exposed to the operation of Dungeoneer’s Pack
such
weapons, your artificer is proficient with them.

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

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

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

0 CANTRIPS 3 6
Fire Bolt
Poison Spray

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 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.

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