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Tieflings Archaeologist

Artificer
Morgan Bishop RACE BACKGROUND

CHARACTER NAME ALIGNMENT EXPERIENCE POINTS


Armorer
ARTIFICER SPECIALIST
LEVEL

3 PROFICIENCY PASSIVE
PERCEPTION 11 AC INITIATIVE SPEED
Arcane Armor
As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided
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you have smith's tools in hand. The following benefits while wearing this armor:

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1. If the armor normally has a Str requirement, the arcane armor lacks this requirement.
2. You can use the arcane armor as a spellcasting focus for your artificer spells.

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3. The armor attaches to you and can’t be removed against your will. It also expands to
PASSIVE
INSPIRATION
INSIGHT 20 cover your entire body, although you can retract or deploy the helmet as a bonus action.
The armor replaces any missing limbs, functioning identically to a body part it is replacing.
4. You can doff or don the armor as an action.
The armor continues to be Arcane Armor until you don another suit of armor or die.
Hit Point Temporary

55
Maximum Hit Points
Level Armorer Spells
STRENGTH SAVING THROWS 3rd Magic Missile, Thunderwave

13
ATHLETICS
5th Mirror Image, Shatter
9th Hypnotic Pattern, Lightning Bolt
13th
1
Fire Shield, Greater Invisibility
17th Passwall, Wall of Force
HIT DICE DEATH SAVES
LEVEL

3
DEXTERITY Used Total THE RIGHT TOOL FOR THE JOB
SAVING THROWS SUCCESSES

5
15
ACROBATICS Using Thieves' Tools, magically create one set of artisan’s tools. Requires 1 hr of
FAILURES uninterrupted work. The tools are nonmagical and vanish when you use this feature again.
SLEIGHT OF HAND d8
STEALTH LEVEL

2 NAME ATK BONUS DAMAGE/TYPE


Extra Attack
5
Lightning Launcher 8 1d6 lighting You can attack twice, rather than
CONSTITUTION ◆
SAVING THROWS
bonus 1/turn - +1d6 lighting
once, whenever you take the
18 Attack action on your turn.

4 LEVEL
FLASH OF GENIUS
7
SPELL SPELL SPELL SLOTS When you or a creature you can see within 30 ft makes an ability
INTELLIGENCE ATTACK BONUS SAVE DC check/saving throw, you can use your reaction to add your Int

SAVING THROWS 1st 2nd 3rd 4th 5th modifier to the roll. You can use this feature a number of times equal

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ARCANA ● ● to your Int modifier. You regain all uses when you fiinish a long rest.

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● HISTORY ● ●
LEVEL

9
● INVESTIGATION ●
Armor Modifications
5

NATURE
You learn how to use your artificer infusions to specially modify your Arcane
RELIGION
KNOWN INFUSED Armor. That armor now counts as separate items for the purposes of your

WISDOM SAVING THROWS


4 MAGICAL INFUSIONS
2 Infuse Items feature: armor, boots, helmet, and the armor's special weapon.
Each of those items can bear one of your infusions, and the infusions
transfer over if you change your armor's model with the Armor Model
Enhanced Defense*
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feature. In addition, the maximum number of items you can infuse at once
ANIMAL HANDLING
increases by 2, but those extra items must be part of your Arcane Armor.
INSIGHT Bag of Holding*
MEDICINE LEVEL

2 PERCEPTION Wand of Secrets MAGIC ITEM MASTER


10
SURVIVAL
Rope of Climbing

ADEPT: At 11th level
• You can attune to up to four items at once.
• If you craft a common or uncommon magic item, it takes quarter of the time
CHARISMA SAVING THROWS and costs half as much gold.
SAVANT: At 14th level

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DECEPTION • You can attune to up to five items at once.
INTIMIDATION • You ignore all class, race, spell, and level requirements when attuning to or
using a magic item.
PERFORMANCE LEVEL

1
MASTER: At 18h level
MAGICAL TINKERING
2 PERSUASION
As an action, you can touch a Tiny nonmagical object and give it one of the
• You can attune to up to six items at once.

LEVEL

11
following magical properties of your choice:
SPELL-STORING ITEM
• The object sheds light in a 5-ft radius and dim light for an additional 5 feet. When you finish a long rest, you can touch one weapon or spellcasting
RACIAL TRAITS • When tapped, the object emits a recorded message that can be heard up focus, and store a spell in it. Choose a 1st- or 2nd- level spell from the
to 10 ft away. You say the message when you set this property. The
Darkvision: 60ft recording can be no more than 6 seconds long.
artificer spell list that requires 1 action to cast. While holding the object, a
creature can take an action to cast the spell, using your spellcasting ability
Hellish Resistance: Resistance to fire damage. • The object continuously emits your choice of an odor or a nonverbal modifier. If the spell requires concentration, the creaure must concentrate.
sound. The chosen phenomenon is perceivable up to 10 ft away.
Infernal Legacy: Gain Thaumaturgy cantrip. At 3rd • A static visual effect appears on one of the object’s surfaces. This effect
The spell stays in the object until it’s been used a number of times equal to
twice your Intelligence modifier or until you use this feature again.
level, gain Hellish Rebuke spell 1/day as a can be a picture, up to 25 words of text, lines and shapes, or a mixture of
these elements, as you like.
2nd-level spell. At 5th level, gain the Darkness LEVEL
spell 1/day. Long rest to regain these spells again.
Charisma for these spells.
The maximum number of objects you can affect with the feature at one
time is equal to your Int modifier.
Perfected Armor
Guardian: When a Huge or smaller creature you can see ends its turn within 30 ft of you, use your
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reaction to magically force them to make a Str saving throw against your spell DC, pulling the
creature up to 30 ft toward you to an unoccupied space. If they end within 5 ft of you, you can make
LEVEL a melee weapon attack against it as part of this reaction. You can use this a number of times equal to

2
your proficiency bonus, and regain all expended uses after a long rest.
PROFICIENCIES LANGUAGES INFUSE ITEM
Infiltrator: Any creature that takes damage from your Lightning Launcher glows with magical light
LIGHT SIMPLE Common You gain the ability to imbue mundane items with magical infusions. The until the start of your next turn. The glowing creature sheds dim light in a 5-ft radius, and it has
disadvantage on attack rolls against you. The next attack roll against it has advantage, and if that
ARMOUR WEAPONS
Infernal magic items you create with this feature are effectively prototypes of attack hits, the target takes an extra 1d6 lightning damage.
● ●
Dwarvish permanent items. Every long rest, you can touch a nonmagical object
and imbue it with one of your artificer infusions. If the item requires LEVEL

20
MEDIUM MARTIAL
ARMOUR WEAPONS attunement, you can attune to it the instant you infuse the item, or you SOUL OF ARTIFACE
TOOLS & OTHER PROFICIENCIES
● can let someone else attune to the item. Your infusion remains in an
item indefinitely, but after you die, the infusion vanishes after a number • You gain a +1 bonus to all saving throws per magic item you are
HEAVY Thieves’ tools, tinker’s tools, attuned to.
SHIELDS of days have passed equal to your Int modifier. The infusion also
ARMOUR Woodcarver's tools, smith's tools vanishes if you give up your knowledge of the infusion for another one.
• If reduced to 0 hit points but not killed, you can use your reaction to end
of of your artificer infusions, causing you to drop to 1 hit point instead of 0.
● ● Cartographer's tools

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