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Armorer Artificer 6 Guild Artisan (Tinkers, pewte…

CLASSE ET NIVEAU HISTORIQUE NOM DU JOUEUR


Chanika
Warforged Neutral Good
RACE ALIGNEMENT POINTS D’EXPÉRIENCE
NOM DU PERSONNAGE

INSPIRATION
FORCE
17 2 30
0 3 BONUS DE MAÎTRISE

10 TRAITS DE PERSONNALITÉ

Points de vie max 52


DEXTÉRITÉ 0 Force

2
2 Dextérité
POINTS DE VIE ACTUELS
5 Constitution
7 Intelligence
14
1 Sagesse
IDÉAUX
-1 Charisme
CONSTITUTION
POINTS DE VIE TEMPORAIRES
JETS DE SAUVEGARDE

2 6

14 2 Acrobaties (Dex)
1 Dressage (Sag)
4 LIENS
INTELLIGENCE Arcanes (Int)

4
3 Athlétisme (For)
-1 Tromperie(Cha)
NOM ATT DÉGÂTS / TYPE
4 Histoire (Int)
18 4 Perspicacité (Sag) Dagger +5 1d4+2 Piercing
-1 Intimidation (Cha)
SAGESSE
4 Investigation (Int) Light Crossbow +5 1d8+2 Piercing DÉFAUTS

1
4 Médecine (Sag)
4 Nature (Int) Cure Wounds 1d8+4 Healing
4 Perception (Sag)
13 Spellcasting
-1 Représentation (Cha) ATTAQUES ET INCANTATIONS

2 Persuasion (Cha) Constructed Resilience


CHARISME
4 Religion (Int) Sentry's Rest
15

-1 2

2
Escamotage (Dex)

Discrétion (Dex)
CP SP EP GP PP Integrated Protection

Guild Membership
8 1 Survie (Sag) 1 Letter of Introduction from Your Guild
Infuse Item
1 Belt Pouch
COMPÉTENCES The Right Tool for the Job
1 Tinker's Tools
1 Dagger Tool Expertise

14 SAGESSE PASSIVE (PERCEPTION) 1 Light Crossbow Replicate Magic Item


20 Crossbow bolts Prosthetic limb
1 Thieves' Tools
Goggles of night
OUTIL: Alchemist's Supplies, Leatherworker's Tools, ÉQUIPEMENT
Cloak of the manta ray
Smith's Tools, Thieves' Tools, Tinker's Tools
Boots of the Winding Path
LANGUE: Common, Dwarvish, Gnomish
ARMURE: Heavy Armor, Light Armor, Medium Armor, Homunculus Servant

Shields Gloves of thievery


ARME: Simple weapons
Armorer Spells

AUTRES MAÎTRISES ET LANGUES Arcane Armor

Armor Model

Extra Attack

CAPACITÉS ET TRAITS
NOM ATT DÉGÂTS / TYPE
Total: Total:
CP SP EP GP PP

20
1 Traveler's clothes CROSSBOW BOLTS

1 Dungeoneer's Pack
1 Backpack
Total: Total:
1 Crowbar
1 Hammer
ATTAQUES ET INCANTATIONS 10 Piton
10 Torch
1 Tinderbox
Total: Total:
10 Rations
1 Waterskin
1 Hempen rope
1 Breastplate

ÉQUIPEMENT
INTELLIGENCE 15 7

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 TOURS DE MAGIE 3 0 6 0

Mage Hand

Light
4 0 7 0

1 4

5 0 8 0
Cure Wounds

Jump

Feather Fall

Expeditious Retreat 9 0

2 2

Alter Self

Enhance Ability

Invisibility
CAPACITÉS ET TRAITS
Spellcasting Guild Membership The Right Tool for the Job
You have studied the workings of magic and how to As an established and respected member of a guild, you At 3rd level, you learn how to produce exactly the tool you
channel it through objects. As a result, you have gained the can rely on certain benefits that membership provides. Your need: with thieves' tools or artisan's tools in hand, you can
ability to cast spells. To observers, you don’t appear to be fellow guild members will provide you with lodging and magically create one set of artisan’s tools in an unoccupied
casting spells in a conventional way; you look as if you’re food if necessary, and pay for your funeral if needed. In space within 5 feet of you. This creation requires 1 hour of
producing wonders using mundane items or outlandish some cities and towns, a guildhall offers a central place to uninterrupted work, which can coincide with a short or
inventions. Tools Required You produce your artificer spell meet other members of your profession, which can be a long rest. Though the product of magic, the tools are
effects through your tools. You must have a spellcasting good place to meet potential patrons, allies, or hirelings. nonmagical, and they vanish when you use this feature
focus—specifically thieves’ tools or some kind of artisan’s Guilds often wield tremendous political power. If you are again.
tool—in hand when you cast any spell with this accused of a crime, your guild will support you if a good
Spellcasting feature (meaning the spell has an 'M' case can be made for your innocence or the crime is Tool Expertise

component when you cast it). You must be proficient with justifiable. You can also gain access to powerful political Starting at 6th level, your proficiency bonus is doubled for

the tool to use it in this way. See chapter 5, “Equipment,” figures through the guild, if you are a member in good any ability check you make that uses your proficiency with

in the Player’s Handbook for descriptions of these tools. standing. Such connections might require the donation of a tool.

After you gain the Infuse Item feature at 2nd level, you can money or magic items to the guild’s coffers. You must pay
Replicate Magic Item
also use any item bearing one of your infusions as a dues of 5 gp per month to the guild. If you miss payments,
Replicate Magic Item Using this infusion, you replicate a
spellcasting focus. you must make up back dues to remain in the guild’s good
particular magic item. You can learn this infusion multiple
graces.
Constructed Resilience times; each time you do so, choose a magic item that you

You were created to have remarkable fortitude, represented Infuse Item can make with it, picking from the Replicable Items tables.

by the following benefits: • You have advantage on saving At 2nd level, you gain the ability to imbue mundane items A table’s title tells you the level you must be in the class to

throws against being poisoned, and you have resistance to with certain magical infusions. The magic items you create choose an item from the table. In the tables, an item’s entry

poison damage. • You don’t need to eat, drink, or breathe. • with this feature are effectively prototypes of permanent tells you whether the item requires attunement. See the

You are immune to disease. • You don’t need to sleep, and items. Infusions Known When you gain this feature, pick item’s description in the Dungeon Master’s Guide for more

magic can’t put you to sleep. four artificer infusions to learn, choosing from the information about it, including the type of object required

“Artificer Infusions” section at the end of the class’s for its making. If you have Xanathar’s Guide to
Sentry's Rest description. You learn additional infusions of your choice Everything, you can choose from among the common
When you take a long rest, you must spend at least six when you reach certain levels in this class, as shown in the magic items in that book when you pick a magic item you
hours in an inactive, motionless state, rather than sleeping. Infusions Known column of the Artificer table. Whenever can replicate with this infusion.
In this state, you appear inert, but it doesn’t render you you gain a level in this class, you can replace one of the
unconscious, and you can see and hear as normal. Prosthetic limb
artificer infusions you learned with a new one. Infusing an
Attunement: Yes Wondrous item, common (requires
Item Whenever you finish a long rest, you can touch a
Integrated Protection attunement by a creature missing some or all of a limb)
nonmagical object and imbue it with one of your artificer
Your body has built-in defensive layers, which can be This artificial limb replaces a hand, arm, foot, leg, or
infusions, turning it into a magic item. An infusion works
enhanced with armor: • You gain a +1 bonus to Armor similar appendage that was lost or removed. While the
on only certain kinds of objects, as specified in the
Class. • You can don only armor with which you have prosthetic is attached and attuned to you, it functions
infusion’s description. If the item requires attunement, you
proficiency. To don armor other than a shield, you must identically to the body part it is replacing. You can detach
can attune yourself to it the instant you infuse the item. If
incorporate it into your body over the course of 1 hour, or reattach it as an action, and it can’t be removed by
you decide to attune to the item later, you must do so using
during which you remain in contact with the armor. To doff anyone else. If you have multiple prosthetic limbs, they
the normal process for attunement (see “Attunement” in
armor, you must spend 1 hour removing it. You can rest count as a single magic item with regard to the number of
chapter 7 of the Dungeon Master’s Guide). Your infusion
while donning or doffing armor in this way. • While you magic items you can attune to.
remains in an item indefinitely, but when you die, the
live, the armor incorporated into your body can’t be
infusion vanishes after a number of days have passed equal
removed from your body against your will. Goggles of night
to your Intelligence modifier (minimum of 1 day). The
Attunement: No
infusion also vanishes if you give up your knowledge of
the infusion for another one. You can infuse more than one Cloak of the manta ray
nonmagical object at the end of a long rest; the maximum Attunement: No
number of objects appears in the Infused Items column of
the Artificer table. You must touch each of the objects, and Boots of the Winding Path
each of your infusions can be in only one object at a time. Boots of the Winding Path Prerequisite: 6th-level artificer
Moreover, no object can bear more than one of your Item: A pair of boots (requires attunement) While wearing
infusions at a time. If you try to exceed your maximum these boots, a creature can teleport up to 15 feet as a bonus
number of infusions, the oldest infusion immediately ends, action to an unoccupied space the creature can see. The
and then the new infusion applies. If an infusion ends on an creature must have occupied that space at some point
item that contains other things, like a bag of holding, its during the current turn.
contents harmlessly appear in and around its space.
Homunculus Servant Arcane Armor Armor Model
Homunculus Servant Prerequisite: 6th-level artificer Item: Your metallurgical pursuits have led to you making armor a You can customize your Arcane Armor. When you do so,
A gem worth at least 100 gp or a dragonshard You learn conduit for your magic. As an action, you can turn a suit of choose one of the following armor models: Guardian or
intricate methods for magically creating a special armor you are wearing into Arcane Armor, provided you Infiltrator. The model you choose gives you special benefits
homunculus that serves you. The item you infuse serves as have smith's tools in hand. You gain the following benefits while you wear it. Each model includes a special weapon.
the creature’s heart, around which the creature’s body while wearing this armor: If the armor normally has a When you attack with that weapon, you can add your
instantly forms. You determine the homunculus’s Strength requirement, the arcane armor lacks this Intelligence modifier, instead of Strength or Dexterity, to
appearance. Some artificers prefer mechanical-looking requirement for you. You can use the arcane armor as a the attack and damage rolls. You can change the armor's
birds, whereas some like winged vials or miniature, spellcasting focus for your artificer spells. The armor model whenever you finish a short or long rest, provided
animate cauldrons. The homunculus is friendly to you and attaches to you and can't be removed against your will. It you have smith's tools in hand. Guardian. You design your
your companions, and it obeys your commands. See this also expands to cover your entire body, although you can armor to be in the front line of conflict. It has the following
creature’s game statistics in the Homunculus Servant stat retract or deploy the helmet as a bonus action. The armor features: Thunder Gauntlets. Each of the armor's gauntlets
block. In combat, the homunculus shares your initiative replaces any missing limbs, functioning identically to a counts as a simple melee weapon while you aren't holding
count, but it takes its turn immediately after yours. It can limb it replaces. You can doff or don the armor as an anything in it, and it deals 1d8 thunder damage on a hit. A
move and use its reaction on its own, but the only action it action. The armor continues to be Arcane Armor until you creature hit by the gauntlet has disadvantage on attack rolls
takes on its turn is the Dodge action, unless you take a don another suit of armor or you die. against targets other than you until the start of your next
bonus action on your turn to command it to take the action turn, as the armor magically emits a distracting pulse when
in its stat block or the Dash, Disengage, Help, Hide, or the creature attacks someone else. Defensive Field. As a
Search action. The homunculus regains 2d6 hit points if the bonus action, you can gain temporary hit points equal to
mending spell is cast on it. If it dies, it vanishes, leaving its your level in this class, replacing any temporary hit points
heart in its space. you already have. You lose these temporary hit points if
you doff the armor. You can use this bonus action a number
Gloves of thievery of times equal to your proficiency bonus, and you regain all
Attunement: No expended uses when you finish a long rest. Infiltrator. You
customize your armor for subtle undertakings. It has the
Armorer Spells
following features: Lightning Launcher. A gemlike node
You always have certain spells prepared after you reach
appears on one of your armored fists or on the chest (your
particular levels in this class, as shown in the Armorer
choice). It counts as a simple ranged weapon, with a
Spells table. These spells count as artificer spells for you,
normal range of 90 feet and a long range of 300 feet, and it
but they don't count against the number of artificer spells
deals 1d6 lightning damage on a hit. Once on each of your
you prepare. 3rd magic missile, thunderwave 5th mirror
turns when you hit a creature with it, you can deal an extra
image, shatter 9th hypnotic pattern, lightning bolt 13th fire
1d6 lightning damage to that target. Powered Steps. Your
shield, greater invisibility 17th passwall, wall of force
walking speed increases by 5 feet. Dampening Field. You
have advantage on Dexterity (Stealth) checks. If the armor
normally imposes disadvantage on such checks, the
advantage and disadvantage cancel each other, as normal.

Extra Attack
You can attack twice, rather than once, whenever you take
the Attack action on your turn.
SORTS
Mage Hand Jump Alter Self
Invocation cantrip Transmutation 1 Transmutation 2
Durée d'incantation : 1 action Durée d'incantation : 1 action Durée d'incantation : 1 action
Portée : 30 feet Portée : Touch Portée : Self
Cible : A point you choose within range Cible : A creature Cible : Self
Composantes : V S Composantes : V S M Composantes : V S
Durée : 1 minute Durée : 1 minute Durée : ConcentrationUp to 1 hour
Description : Description : Description :
A spectral, floating hand appears at a point you choose You touch a creature. The creature’s jump distance is You assume a different form. When you cast the spell,
within range. The hand lasts for the duration or until you tripled until the spell ends. choose one of the following options, the effects of which
dismiss it as an action. The hand vanishes if it is ever more last for the duration of the spell. While the spell lasts, you
than 30 feet away from you or if you cast this spell again. Feather Fall can end one option as an action to gain the benefits of a
You can use your action to control the hand. You can use Transmutation 1 different one. Aquatic Adaptation. You adapt your body to
the hand to manipulate an object, open an unlocked door or Durée d'incantation : 1 reaction, which you take when an aquatic environment, sprouting gills and growing
container, stow or retrieve an item from an open container, you or a creature within 60 feet of you falls webbing between your fingers. You can breathe underwater
or pour the contents out of a vial. You can move the hand Portée : 60 feet and gain a swimming speed equal to your walking speed.
up to 30 feet each time you use it. The hand can’t attack, Cible : Up to five falling creatures within range Change Appearance. You transform your appearance. You
activate magic items, or carry more than 10 pounds. Composantes : V M decide what you look like, including your height, weight,
Durée : 1 minute facial features, sound of your voice, hair length, coloration,
Light Description : and distinguishing characteristics, if any. You can make
Évocation cantrip Choose up to five falling creatures within range. A falling yourself appear as a member of another race, though none
Durée d'incantation : 1 action creature’s rate of descent slows to 60 feet per round until of your statistics change. You also can’t appear as a
Portée : Touch the spell ends. If the creature lands before the spell ends, it creature of a different size than you, and your basic shape
Cible : One object that is no larger than 10 feet in any takes no falling damage and can land on its feet, and the stays the same; if you’re bipedal, you can’t use this spell to
dimension spell ends for that creature. become quadrupedal, for instance. At any time for the
Composantes : V M duration of the spell, you can use your action to change
Durée : 1 hour Expeditious Retreat
your appearance in this way again. Natural Weapons. You
Description : Transmutation 1
grow claws, fangs, spines, horns, or a different natural
You touch one object that is no larger than 10 feet in any Durée d'incantation : 1 bonus action
weapon of your choice. Your unarmed strikes deal 1d6
dimension. Until the spell ends, the object sheds bright Portée : Self
bludgeoning, piercing, or slashing damage, as appropriate
light in a 20-foot radius and dim light for an additional 20 Cible : Self
to the natural weapon you chose, and you are proficient
feet. The light can be colored as you like. Completely Composantes : V S
with your unarmed strikes. Finally, the natural weapon is
covering the object with something opaque blocks the Durée : ConcentrationUp to 10 minutes
magic and you have a +1 bonus to the attack and damage
light. The spell ends if you cast it again or dismiss it as an Description :
rolls you make using it.
action. If you target an object held or worn by a hostile This spell allows you to move at an incredible pace. When

creature, that creature must succeed on a Dexterity saving you cast this spell, and then as a bonus action on each of

throw to avoid the spell. your turns until the spell ends, you can take the Dash
action.
Cure Wounds
Évocation 1
Durée d'incantation : 1 action
Portée : Touch
Cible : A creature you touch
Composantes : V S
Durée : Instantaneous
Description :
A creature you touch regains a number of hit points equal
to 1d8 + your spellcasting ability modifier. This spell has
no effect on undead or constructs.
À plus haut niveau: When you cast this spell using a spell
slot of 2nd level or higher, the Healing increases by 1d8 for
each slot level above 1st.
Enhance Ability Invisibility
Transmutation 2 Illusion 2
Durée d'incantation : 1 action Durée d'incantation : 1 action
Portée : Touch Portée : Touch
Cible : A creature Cible : A creature you touch
Composantes : V S M Composantes : V S M
Durée : ConcentrationUp to 1 hour Durée : ConcentrationUp to 1 hour
Description : Description :
You touch a creature and bestow upon it a magical A creature you touch becomes invisible until the spell
enhancement. Choose one of the following effects; the ends. Anything the target is wearing or carrying is invisible
target gains that effect until the spell ends. Bear’s as long as it is on the target’s person. The spell ends for a
Endurance. The target has advantage on Constitution target that attacks or casts a spell.
checks. It also gains 2d6 temporary hit points, which are À plus haut niveau: When you cast this spell using a spell
lost when the spell ends. Bull’s Strength. The target has slot of 3rd level or higher, you can target one additional
advantage on Strength checks, and his or her carrying creature for each slot level above 2nd.
capacity doubles. Cat’s Grace. The target has advantage on
Dexterity checks. It also doesn’t take damage from falling
20 feet or less if it isn’t incapacitated. Eagle’s Splendor.
The target has advantage on Charisma checks. Fox’s
Cunning. The target has advantage on Intelligence checks.
Owl’s Wisdom. The target has advantage on Wisdom
checks.
À plus haut niveau: When you cast this spell using a spell
slot of 3rd level or higher, you can target one additional
creature for each slot level above 2nd.

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