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Artificer LVL 3
Artificer LVL 3
20 +1 30
- You can use your INT, rather than STR or DEX for armor weapon attacks
- Guardian Armor: Each of the gauntlets counts as a melee weapon attack while not holding anything,
dealing 1d8 thunder damage. A creature hit by an attack has disadvantage on attacks against other
14
creatures until your next turn.
22
- Defensive Field: See Ability Sheet
34
+3
34 Magic Missile, Thunderwave
+3
+3
Mirror Image, Shatter
Hypnotic Pattern, Lightning Bolt
16
Fire Shield, Greater Invisibility
Passwall, Wall of Force
+1
+1
+1
+1
0 3
+1 (D)
12
Handaxe +5 1d6+3 slashing
◆ +6
+4
Guardian Gauntlet +6 1d8+4 lightning
+4
+6
+6 14
● ●
+6
+6 ●
19 ● +6
+4
+4
4Magical Tinkering; 2
+4 - Beaded necklace around neck emits floral
+4
+4
odor
+4
Infusions;
18 +6
+4 - Enhanced Arcane Focus;
- Enhanced Defense;
+1 - Replicate Magic Item; Bag of Holding
+1
+1 - Returning Weapon; Handaxe
+1
+1
12 +1
Common, Giant,
● ●
Celestial, Infernal
●
Jeweler's Tools, Thieve's Tools,
Tinker's Tools, Carpenter's
● ● Tools, Smith's Tools
2880 6' 10" 318lbs
Apprentice
Purple Walnut Wood n/a
Bag of Holding
- Bedroll
- Mess kit
- tinderbox
80 - 10x torches
- 10x day of rations
- waterskin
Plate of the Dawnmartyr (Dormant)
- 50ft hempen rope
●
Bag of Holding
This bag has an interior space considerably larger than its outside dimensions. The bag can hold up
to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of
its contents. Retrieving an item from the bag requires an action.
Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by
the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Sapphire Buckler ●
This crystalline shield is formed from Scale-Looking Jewels with strange runes inscribed upon
them. While wielding the shield, you have resistance to psychic and thunder damage. Also, when
you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6
thunder damage to that creature.
CANTRIPS SPELLS
KNOWN PREPARED
●
+6 14 2 5 ●
Artisan's Tools
Guidance
Evocation
0 Firebolt
Evocation
0 Identify
Divination
1
Touch Action n/a 120ft Action +6 Touch 1 Minute ●
n/a
● ● ●
1 minute ●
● Instant ● Instant Pearl worth 100 gp ●
You touch one willing creature. Once You hurl a mote of fire at a creature or You choose one object that you must touch
throughout the casting of the spell. If it is a magic
before the spell ends, the target can roll object within range. Make a ranged spell
item or some other magic-imbued object, you
a d4 and add the number rolled to one attack against the target. On a hit, the learn its properties and how to use them, whether
ability check of its choice. It can roll the target takes 1d10 fire damage. A it requires attunement to use, and how many
die before or after making the ability flammable object hit by this spell ignites charges it has, if any. You learn whether any spells
are affecting the item, or creature and what they
check. The spell then ends. if it isn't being worn or carried.
are.
Cure Wounds
Evocation
1 Feather Fall
Transmutation
1 Disguise Self
Illusion
1
Touch Action n/a 60ft Reaction n/a Self Action n/a
● ● ●
Instant ● 1 minute ●
1 Hour ●
● ● ●
A creature you touch regains a Choose up to five falling creatures within You make yourself—including your clothing, armor, weapons, and
other belongings on your person—look different until the spell ends
number of hit points equal to 1d8 range. A falling creature's rate of or until you use your action to dismiss it. You can seem 1 foot
shorter or taller and can appear thin, fat, or in between.
descent slows to 60 feet per round until
+ your spellcasting ability the spell ends. If the creature lands
You must adopt a form that has the same basic arrangement of
limbs. Otherwise, the extent of the illusion is up to you.
modifier. This spell has no effect before the spell ends, it takes no falling
The changes wrought by this spell fail to hold up to physical
inspection.
on undead or constructs. damage and can land on its feet, and the
To discern that you are disguised, a creature can use its action to
inspect your appearance and must succeed on an Intelligence
spell ends for that creature. (Investigation) check against your spell save DC.
Detect Magic
Divination
1 Magic Missile
Evocation
1 Thunderwave
Evocation
1
Self Action ●
n/a 120ft Action n/a Self (15ft Cube) Action CON14
● ● ●
10 Minutes ●
● Instant ● Instant ●
● ● ●
For the duration, you sense the presence You create three glowing darts of A wave of thunderous force sweeps out from you.
Each creature in a 15-foot cube originating from
of magic within 30 feet of you. If you magical force. Each dart hits a creature
you must make a CON saving throw. On a failed
sense magic in this way, you can use of your choice that you can see within save, a creature takes 2d8 thunder damage and is
your action to see a faint aura around range. A dart deals 1d4 + 1 force damage pushed 10 feet away from you. On a success save,
any visible creature or object in the area to its target. The darts all strike the creature takes half as much damage and isn't
pushed. In addition, the spell emits a thunderous
that bears magic, and you learn its simultaneously, and you can direct them
boom audible out to 300 feet.
school of magic, if any. to hit one creature or several.