You are on page 1of 4

Artificer 3

CLASS & LEVEL PLAYER NAME

Variant Human Custom Background (Milestone)


CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

-2 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +1 Dexterity
P +5 Constitution +1 16 27 --
-1 P +5 Intelligence
CLASS
+2 Wisdom INITIATIVE HIT POINTS
8
-1 Charisma
Total 3d8 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES

+1 DEFENSES HIT DICE DEATH SAVES

12 SAVING THROWS INSPIRATION


=== WEAPONS ===
Simple Weapons, firearms
CONSTITUTION +1 Acrobatics DEX
=== ARMOR ===
+2 PROFICIENCY BONUS
+3 P
+2

+5
Animal Handling WIS
Arcana INT
Light armor, medium armor, heavy armor,
shields

16 -1 Athletics STR === TOOLS ===


ABILITY SAVE DC Thieve's tools, tinker's tools, smith's tools,
-1 Deception CHA
vehicles (land)
P +5 History INT
INTELLIGENCE === LANGUAGES ===
P +4 Insight WIS
Common, Draconic
30 ft. (Walking)
+3 -1 Intimidation CHA
+3 Investigation INT
16 +2 Medicine WIS SPEED

+3 Nature INT PROFICIENCIES & LANGUAGES

WISDOM P +4 Perception WIS


-1 Performance CHA === ACTIONS ===
+2 -1 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
Help, Hide, Ready, Search, Use an Object,
+3 Religion INT Opportunity Attack, Grapple, Shove, Improvise,
14 Two-Weapon Fighting, Interact with an Object
+1 Sleight of Hand DEX
+1 Stealth DEX Artificer Actions
Magical Tinkering, Don or Doff Arcane Armor
CHARISMA +2 Survival WIS
=== BONUS ACTIONS ===
-1 Retract or Deploy Helmet, Guardian Model Defensive
Field 2/LR

SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

14 PASSIVE WISDOM (PERCEPTION)


Pistol +3 1d10 piercing Ammunition (30/90), Loading

Thunder Gauntlets +5 1d8+3 thunder


14 PASSIVE WISDOM (INSIGHT)

Lightning Cannon +5 1d6+3 lightning Ranged (90/300), +1d6 1/turn


13 PASSIVE INTELLIGENCE (INVESTIGATION)

SENSES WEAPON ATTACKS & CANTRIPS

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Artificer 3
CLASS & LEVEL PLAYER NAME

Variant Human Custom Background (Milestone)


CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== Artificer FEATURES ===


* Hit Points PHB 100 * Infuse Item: You've learned how to imbue mundane Guardian
items with infusions, turning them into magic items. Defensive Field: As a bonus action gain temporary
* Proficiencies PHB 100 When you finish a long rest you can touch an object hitpoints equal to your Artificer level, which lass until
any of your infusions can target and it lasts indefinitely you doff your armor. You can do this proficiency bonus
* Spellcasting PHB 52 while you live. You can have no more than 2 infused times per long rest.
You can cast known artificer spells using INT as your items, and know 4 infusions. Thunder Gauntles: Your armor's gauntles count as
spellcasting modifier (Spell DC 14, Spell Attack +6) 1d8 thunder simple melee weapons while the hand is
and known artificer spells as rituals if they have the Infusions Known: Enhanced Armor, Enhanced empty, any target hit by the gauntlet has disadvantage
ritual tag. You can use your Arcane Armor, and any Weapon, Replicate Magic Item (Alchemy Jug), on attack rolls against anyone but you until the start of
artisan tools for smiths, thieves, or tinkers as a Replicate Magic Item (Magic Tattoo: Find Familiar) your next turn.
spellcasting focus.
* The Right Tool for the Job Infiltrator
* Magical Tinkering: Touch a Tiny nonmagical object Powered Steps: Your walking speed increased by 5
as an action holding Artisan's tools and give it only one: You can magically create one set of artisan's tools in Dampening field: You have advantage on Dexterity
an unoccupied space within 5 feet of you, given 1 hour (Stealth) checks
The object sheds bright light in a 5-foot radius and of interrupted work, which can coincide with a rest. Lightning Launcher: A gemlike node appears on one
then dim light 5 feet. They are nonmagical, although made by magic, and of your armored fists or on the chest (your choice). It
vanish when you use this feature again. counts as a simple ranged weapon, with a normal
The object can be touched to emit a recorded range of 90 feet and a long range of 300 feet, and it
message that can be heard up to 10 feet away. You deals 1d6 lightning damage on a hit. Once on each of
utter up to 6 seconds when you bestow this property * Artificer Specialist: Armorer your turns when you hit a creature with it, you can deal
on the object * Tools of the Trade: You gain proficiency in heavy an extra 1d6 lightning damage to that target.
armor, and smith's tools === FEATS ===
The object continuously an odor or a nonverbal sound
(wind, waves, chirping, or the like). The chosen * Armorer Spells * Collegiate Magic
phenomenon is perceivable up to 10 feet away.
* Arcane Armor: As an action, if you have smith's tools You have studied some magical theory and have
A static visual effect appears on one of the object's in hand, you can turn a suit of armor you are wearing learned a few spells associated with the university.
surfaces. This effect can be a picture, up to 25 words into Arcane Armor. Until you don a different armor,
of text, lines and shapes, or a mixture of these while wearing your Arcane Armor: you ignore the Choose one college; you learn two cantrips, and one
elements, as you like. Strength requirement, can use it as an artificer 1st-level spell based on the choice. You can cast the
spellcasting focus, it cannot be removed against your chosen spell without a spell slot once per long rest,
Lasts indefinitely on a up to your intelligence modifier will, it will replace any missing limbs, you can don or and can also cast it using spell slots.
objects. As an action, you can touch the object and doff it as an action, and deploy or retract the helmet as
end the property early. a bonus action. === HUMAN TRAITS ===

Ability Score Increase: +1 to Two different

Skills: Gain one proficiency

Feat: Gain one Feat

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Artificer Specialist Armor (Half Plate) 1 40 lb.

Pistol 1 3 lb.

SP 0 Powder and Cartridges 20 10 lb.

Thieves' Tools 1 1 lb.


EP 0 Backpack 1 5 lb.

Crowbar 1 5 lb.
GP 0 Hammer 1 3 lb.

Pitons 10 2.5 lb.


PP 0 Torches 10 10 lb.

Tinderbox 1 1 lb.
WEIGHT CARRIED
Rations (1 day) 10 5 lb.
106.5 lb.
ENCUMBERED Waterskin 1 5 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

120 lb. Rope (hempen) 50 ft. 10 lb.

PUSH/DRAG/LIFT Shield 1 6 lb.

240 lb.

EQUIPMENT

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Medium
GENDER AGE SIZE HEIGHT WEIGHT
Lawful Good
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES

SPELLS

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.

You might also like