Professional Documents
Culture Documents
AC DESCRIPTION
-1 STR +6 INT
13 Armor +1 Studded Leather
29 +3 15
+2 DEX +2 WIS
Shield
-1 +4 CON 0 CHA
2 Dex Medium Armor Heavy Armor
RESISTANCES
Magic
8 Misc
Temporary Hit Points: Misc
FAILURES
2 d6+1
30 ft 14 14
+1 ARMOR
+2 Acrobatics (Dex) Light Medium Heavy Shields
+3
0 Deception (Cha) Fey Step 1 SR Common Thieves' tools
+6 History (Int) Elvish Tinker's tools
+2 Insight (Wis) Primordial Glassblower's tools
16
0 Intimidation (Cha) Goblin Smith's tools
+3 Investigation (Int)
+2 Medicine (Wis)
+2 +6 Nature (Int)
+5 Perception (Wis)
14 +3 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS
- Crowbar 5 quill
- Hammer 3 small knife 0.25 SP
- Pitons 10 0.25 letter
- Torches 10 1 common clothes 3
- Tinderbox 1 EP
- Rations, days of 10 2
- Waterskin
- Hempen rope, feet of 50 0.2
5
10 GP
PP
WEIGHT CARRIED
65 lb
ENCUMBERED
ATTUNED MAGICAL ITEMS
41 - 80 lb
HEAVILY
CARRYING
ENCUMBERED
CAPACITY
120 lb
PUSH/DRAG/LIFT
SUBTOTAL 61.5 SUBTOTAL SUBTOTAL 3.25 121 - 240 lb
Infuse Item (Artificer 2, E:RLW 57) [4 infusions known; max 2 infused items]
When I finish a long rest, I can turn nonmagical objects into magic items using my infusions FEAT:
I can attune to it immediately; If I infuse too many items, the oldest loses its magic
The infusion lasts until my death + my Int mod in days, but ends if I unlearn the infusion
Each infusion can only be used in one item at a time and only in appropriate items
Whenever I gain an artificer level, I can replace an infusion I know with another
I can use an infused item as a spellcasting focus
Eladrin Season Features (Eladrin, MToF 62) [save DC 8 + Cha mod + prof bonus]
• Autumn (Eladrin Season, MToF 62) FEAT:
After using Fey Step, up to 2 creatures I can see within 10 ft of me must make a Wis save
If failed, a target is charmed by me for 1 minute, or until I or my allies damage it
• Winter (Eladrin Season, MToF 62)
When I use Fey Step, one target in 5 ft of where I teleported from must make a Wis save
If failed, it is frightened of me until the end of my next turn
• Spring (Eladrin Season, MToF 62)
When I use Fey Step, I can instead teleport one willing creature I touch within 5 ft of me FEAT:
It teleports to an unoccupied space of my choice that I can see within 30 ft of me
• Summer (Eladrin Season, MToF 62)
After using Fey Step, each creature of my choice within 5 ft of me takes fire damage
This fire damage is equal to my Charisma modifier (minimum 1)
Enhanced Defense (Artificer Infusion, E:RLW 62) [armor/shield; +1 magical]
Enhanced Weapon (Artificer Infusion, E:RLW 62) [simple/martial weapon; +1 magical]
FEAT:
SUBTOTAL SUBTOTAL
ORGANIZATION
Wretched —
Steel Defender Medium
Gora
RACE SIZE HEIGHT WEIGHT
Construct Neutral
CONSTRUCT TYPE AGE GENDER ALIGNMENT
NAME
+4 DEX 0 WIS
15 +3 19
+2 +5 CON -2 CHA FAILURES
14
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE
Force-Empowered Rend Int Melee (5 ft) +6 1d8+3 Piercing
+1 +1 40 ft
DESCRIPTION
12 LEVEL USED
3
DIE d8+2
1
+2
+1 Acrobatics (Dex) Damage Immunities: poison. Repair (3/Day): As an action, the steel defender restores
14
Condition Immunities: charmed, 2d8 + its proficiency bonus in HP to itself or to one
0 Animal Handling (Wis)
exhaustion, poisoned. construct or object within 5 ft of it.
-3 Arcana (Int)
Languages: understands the languages Deflect Attack (reaction): As a reaction, the steel
+5 Athletics (Str)
-3 -2 Deception (Cha)
of its creator but can't speak.
Creator: The steel defender obeys the
defender imposes disadvantage on the attack roll of one
creature it can see that is within 5 ft of it, provided the
-3 History (Int) commands of its creator and shares its attack roll is against a creature other than the defender.
4 0 Insight (Wis) proficiency bonus. It takes its turn Healing: The steel defender regains 2d6 HP whenever
immediately after its creator, on the same the Mending spell is cast on it. Its HP total is equal to 2 +
-2 Intimidation (Cha)
initiative count. It can move and take its creator's artificer level times five + its creator's Int mod.
-3 Investigation (Int) reactions on its own, but only takes the Within an hour of its death, while within 5 ft, its creator
0 0 Medicine (Wis)
-3 Nature (Int)
Dodge action on its turn unless its creator
takes a bonus action to command it to
can take an action to use smith's tools and expend a spell
slot to have it return to full HP after 1 minute. If its creator
+6 Perception (Wis) take another action. If its creator is dies, the steel defender also perishes.
10
incapacitated, it can take any action, not
-2 Performance (Cha)
just Dodge.
-2 Persuasion (Cha)
Vigilant: The defender can't be surprised.
-3 Religion (Int)
-2 +1 Sleight of Hand (Dex)
+1 Stealth (Dex)
6
0 Survival (Wis)
Darkvision 60 ft
ST LEVEL ND LEVEL RD LEVEL TH LEVEL TH LEVEL TH LEVEL TH LEVEL TH LEVEL TH LEVEL
Joma
CHARACTER NAME
Intelligence 4 +6 DC 14
SPELLCASTING ABILITY TO PREPARE ATTACK MODIFIER SAVING THROW DC
Booming Blade Melee wea atk with cast; if hit: 1d8 Thunder dmg and if moves next round +2d8 Thunder dmg — Evoc 1a S:5-ft rad S,Mƒ 1 round T 106
Create Bonfire 5-ft cube all crea at casting, entering, or end turn in save or 2d8 Fire dmg; ignites flammable Dex Conj 1a 60 ft V,S,Mƒ Conc, 1 min X 152
Absorb Elements Acid, Cold, Fire, Lightning, or Thunder resistance vs. 1 atk; first melee hit next rnd +1d6+1d6/SL dmg — Abjur 1 rea Self S,Mƒ 1 rnd X 150
Alarm (R) Door, window, or 20-ft cube area; audible (60 ft) or mental alarm (1 mile) if undesignated crea enters — Abjur 1 min 30 ft V,S,Mƒ 8 h P 211
Catapult Send 5+5/SL lb unattended object in 90 ft straight line; if crea hit, save or 3d8+1d8/SL Bludg. dmg Dex Trans 1a 60 ft S,Mƒ Instantaneous X 150
Cure Wounds 1 living creature heals 1d8+1d8/SL+3 (Int) HP — Evoc 1a Touch V,S,Mƒ Instantaneous P 230
Detect Magic (R) Know presence of magic within 30 ft; 1 a to see auras and determine school — Div 1a Self V,S,Mƒ Conc, 10 min P 231
Disguise Self Alter appearance; Int(Investigation) check vs. spell DC to determine disguise — Illus 1a Self V,S,Mƒ 1 h (D) P 233
Expeditious Retreat I can take Dash action now, and as a bonus action for the duration — Trans 1 bns Self V,S,Mƒ Conc, 10 min P 238
Faerie Fire 20-ft cube all obj/crea save or outlined in 10 ft dim light and attacks have adv.; see invisible crea Dex Evoc 1a 60 ft V,Mƒ Conc, 1 min P 239
False Life I gain 1d4+4+5/SL temporary hit points for the duration — Necro 1a Self V,S,Mƒ 1 h P 239
Feather Fall 5 creatures descent only 60 ft/rnd for duration or until landed, taking no falling damage — Trans 1 rea 60 ft V,Mƒ 1 min P 239
Grease 10-ft square difficult terrain; all entering, in area at casting or at end of turn save or fall prone Dex Conj 1a 60 ft V,S,Mƒ 1 min P 246
) Heroism 1+1/SL crea immune to fear, gain+3 (Int) temp. HP start of each turn as spell lasts — Ench 1a Touch V,S,Mƒ Conc, 1 min P 250
Identify (R) 1 magical item or magic-imbued crea/obj; learn properties, how to use, and spells affecting it (100gp) — Div 1 min Touch V,S,Mƒ Instantaneous P 252
Jump 1 creature's jump distance is tripled for the duration — Trans 1a Touch V,S,Mƒ 1 min P 254
Longstrider 1+1/SL creature's speed increases by 10 ft for the duration — Trans 1a Touch V,S,Mƒ 1 h P 256
Purify Food and Drink (R) 5-ft rad of food and drink is rendered free of all poison and disease — Trans 1a 10 ft V,S,Mƒ Instantaneous P 270
Sanctuary 1 crea warded; any who want to attack/target must first make save; doesn't protect vs. area spells Wis Abjur 1 bns 30 ft V,S,Mƒ 1 min P 272
) Shield If hit by attack +5 AC until start of next turn; or stop Magic Missile spell from doing any dmg to me — Abjur 1 rea Self V,S,Mƒ 1 rnd P 275
Snare 5-ft rad trap; Investigation vs spell DC to see; save or restrained 3 ft in the air; save each rnd (5sp) Dex Abjur 1 min Touch S,M† 8 h, till trigger X 165
Tasha's Caustic Brew 30-ft long 5-ft wide all save or 2d4+2d4/SL Acid dmg at start of turn; action to clean self or adjacent Dex Evoc 1a S:30-ft line V,S,Mƒ Conc, 1 min T 115
Intelligence 5 +6 DC 14
SPELLCASTING ABILITY TO PREPARE ATTACK MODIFIER SAVING THROW DC
Green-Flame Blade Melee wea atk with cast; if hit: 1d8 Fire dmg, 1 crea in 5 ft 1d8+3 (Int) Fire dmg — Evoc 1a S:5-ft rad S,Mƒ Instantaneous T 107
Mage Hand Create spectral hand for simple tasks or carry up to 10 lb; 1 a to control; can't have multiple instances — Conj 1a 30 ft V,S 1 min (D) P 256
Mending Repair a single broken object no larger than 1 cu ft; can't restore magic to broken magic item — Trans 1 min Touch V,S,M Instantaneous P 259
Alarm (R) Door, window, or 20-ft cube area; audible (60 ft) or mental alarm (1 mile) if undesignated crea enters — Abjur 1 min 30 ft V,S,M 8 h P 211
Chromatic Orb Spell attack for 3d8+1d8/SL Acid, Cold, Fire, Lightning, Poison or Thunder dmg (50gp) — Evoc 1a 90 ft V,S,Mƒ Instantaneous P 221
Detect Magic (R) Know presence of magic within 30 ft; 1 a to see auras and determine school — Div 1a Self V,S Conc, 10 min P 231
Feather Fall 5 creatures descent only 60 ft/rnd for duration or until landed, taking no falling damage — Trans 1 rea 60 ft V,M 1 min P 239
Sleep 20-ft rad 5d8+2d8/SL HP of conscious creatures fall asleep, starting with the lowest current HP crea — Ench 1a 90 ft V,S,M 1 min P 276
Invisibility 1+1/SL crea invisible; attacking/casting makes the crea visible; anything worn/carried also invisible — Illus 1a Touch V,S,M Conc, 1 h P 254
LINE
(ACTION) (ACTION)
Make one melee or ranged attack with a weapon, or Hide from those that can’t perceive you. Your Dex Fail checks involving sight. (CUMULATIVE)
multiple attacks with the ‘Extra Attack’ class feature. (Stealth) check is the DC for anybody’s Wis (Perception) Attacks have disadvantage. Disadvantage on ability checks
(See the ‘Attack Action’ section below.) check to discover you. Enemy attacks have advantage. Speed halved
(CASTING TIME OF THE SPELL) (ACTION OR BONUS ACTION) (DMG 272) Disadvantage on attacks / saves
Effect depends on the spell being cast. Move through hostile’s space once by winning opposing Can’t harm/attack charmer. Hit Point maximum halved
(ACTION) Str (Athletics) check. Advantage if you are larger or Charmer has advantage on Speed reduced to 0
Gain your speed as extra movement for this turn. disadvantage if you are smaller than the opponent. ability checks to interact socially. Death
(ACTION) (ACTION) (PHB 291)
Your movement doesn’t provoke opportunity attacks for Choose an action that you will take in response to a set Fail checks involving hearing.
the rest of the turn. trigger. Taking the action uses your reaction. Readying a
(ACTION) spell requires concentration and expends the spell slot. Disadvantage to checks/attacks while the source of fear is in sight.
Attack rolls from attackers you can see have disadvantage (ACTION) Can’t willingly move closer to the source of fear.
and you have advantage on Dex saving throws until the Search for something, possibly with a Wis (Perception)
start of your next turn, until you become incapacitated or or Int (Investigation) check. Speed 0, regardless of bonus. Ends when grappler is incapacitated or when
your speed drops to 0. (ACTION OR BONUS ACTION) (DMG 272) moved out of grappler’s reach by an effect.
(ACTION) Move through hostile’s space once by winning opposing
Escape a grapple by winning a Str (Athletics) or Dex Dex (Acrobatics) check. Can’t take actions or reactions.
(Acrobatics) check vs. grappler’s Str (Athletics) check. (ACTION)
(ACTION) You can interact with an object once per turn for free. A Can’t be seen (normally), but still make noise and tracks.
Give an ally advantage on next ability check or attack roll second interaction and special cases take an action to Attacks have advantage. Enemy attacks have disadvantage.
vs. an opponent within 5 ft of you, if done before the complete (e.g. draw a second weapon, equip a shield,
start of your next turn. drink a potion, retrieve an item from a backpack). Incapacitated. Can’t move or speak. Fail Str and Dex saving throws.
(PHB 192) Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
Disadvantage on the attack if a hostile that is not incapacitated is within 5 ft and can see the attacker. Speed 0, regardless of bonus. Disadvantage on Dex saving throws.
(BONUS ACTION WITH ATTACK ACTION) Attacks have disadvantage. Enemy attacks have advantage.
If making an attack with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in
Incapacitated. Can’t move. Can speak only falteringly.
weapon has the thrown property, it may be thrown as part of this action. Fail Str and Dex saving throws. Enemy attacks have advantage.
(INSTEAD OF ONE ATTACK) (DMG 271)
Knock an item from grasp by winning weapon attack roll vs. opponent’s Str (Athletics) or Dex (Acrobatics) check. Incapacitated. Can’t move or speak. Unaware of surroundings.
Disadvantage on the weapon attack roll if the item is being held with two or more hands. Larger opponents have Drop everything. Fail Str and Dex saving throws.
advantage and smaller have disadvantage. Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
(INSTEAD OF ONE ATTACK)
(PHB 290)
With a free hand, give the grappled condition to an opponent that is within reach and up to one size larger than you
by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
(WITH MELEE ATTACK) (DMG 271)
Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
Effectively blinded (see conditions)
before the end of your next turn has advantage and doesn’t cost you your reaction.
Out to range, perceive without sight.
(INSTEAD OF ONE ATTACK)
Out to range, treat dim light as bright light. Can’t see colors.
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the
opponent to a side rather than to directly away from you. Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
(PHB 195) (PHB 183)