Professional Documents
Culture Documents
STEALTH DISADVANTAGE
+0 Charisma
43 5d8
Tool Expertise. Your proficiency bonus is doubled
CONDITIONAL
for any ability check you make that uses any of the
tool proficiencies you gain from this class.
+2
Infuse Magic. When you cast an artificer spell with
CURRENT HIT POINTS a casting time of 1 action, you can increase its
CONSTITUTION DEATH SAVING THROWS
casting time to 1 minute, storing the spell inside a
SAVING THROWS
non-magical item.
14 N
CIE C
+2 Acrobatics (Dex)
SPEED
25ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft. Superior Attunement. You can now attune to up to
Y
PROFI
RT
EXPE
16 ✘
✘
+6 History (Int)
+5 Insight (Wis)
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+3 ✘ +6 Investigation (Int)
+2 Medicine (Wis) Dwarven Resilience. You have advantage on
WISDOM
saving throws against poison, and you have
✘ +6 Nature (Int) resistance against poison damage.
14 +2 Perception (Wis)
+0 Performance (Cha)
Stonecunning. A +9 on History checks related to
origin of stonework.
+0 Persuasion (Cha)
+2 +3 Religion (Int)
+2 Sleight of Hand (Dex)
CHARISMA +2 Stealth (Dex)
10 +2 Survival (Wis)
SKILLS
+0 12 PASSIVE PERCEPTION
ADVANTAGE
Handaxe 20/60 +2 vs AC 1d6-1 slashing Armor Proficiencies. Light Armor, Medium Armor
Light, Thrown
Weapon Proficiencies. Battleaxe, Handaxe, Light
Hammer, Warhammer, Simple Weapons
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
The Stout Folk are well known for their artisanship and the worth of their handiworks, and you have been trained in that
ancient tradition. For years you labored under a dwarf master of the craft, enduring long hours. and dismissive, sour-
tempered treatment in order to gain the fine skills you possess today.
I’m well known for my work, and I want to make sure
everyone appreciates it. I’m always taken aback You are most likely a dwarf, but not necessarily- particularly in the North, the shield dwarf clans learned long ago that
when people haven’t heard of me. only proud fools who are more concerned for their egos than their craft turn away promising apprentices, even those of
I like to talk at length about my profession.
other races. If you aren’t a dwarf, however, you have taken a solemn oath never to take on an apprentice in the craft: it is
not for nondwarves to pass on the skills of Moradin’s favored children. You would have no difficulty, however, finding a
dwarf master who was willing to receive potential apprentices who came with your recommendation.
PERSONALITY TRAITS
IDEAL
BOND
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Spear] 1 3 Staff of Flowers 1 4
[Handaxe] 1 2
Crossbow, Light 1 5
Thieves’ Tools 1 1
Dungeoneer’s Pack 1 10
Herbalism Kit 1 3
[Studded Leather] 1 13
0 0 0 0 0
41 lb / 120 lb 240 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Intelligence +6 14 N/A
As an action, you can reach into your Alchemist's Satchel, pull out a As an action, you can reach into your Alchemist's Satchel, pull out a As an action, you can reach into your Alchemist's Satchel and pull out
vial of acid, and hurl the vial at a creature or object within 30 feet of vial of volatile liquid, and hurl the vial at a creature, object, or surface a vial of healing liquid. A creature can drink it as an action to regain
you (the vial and its contents disappear if you don't hurl the vial by within 30 feet of you (the vial and its contents disappear if you don't 1d8 hit points. The vial then disappears. Once a creature regains hit
the end of the current turn). The vial shatters on impact. A creature hurl the vial by the end of the current turn). On impact, the vial points from this alchemical formula, the creature can't do so again
must succeed on a Dexterity saving throw or take 1d6 acid damage. detonates in a 5-foot radius. Any creature in that area must succeed until it finishes a long rest. If not used, the vial and its contents
An object automatically takes that damage, and the damage is on a Dexterity saving throw or take 1d6 fire damage. disappear after 1 hour. While the vial exists, you can't use this
maximized. This formula's damage increases by 1d6 when you reach certain formula.
This formula's damage increases by 1d6 when you reach certain levels in this class: 4th level (2d6), 7th level (3d6), 10th level (4d6), This formula's healing increases by 1d8 when you reach certain
levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th 13th level (5d6), 16th level (6d6), and 19th level (7d6). levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th
level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th
level (9d6), and 19th level (10d6). level (9d8), and 19th level (10d8).
Alchemical Formula (Artificer) UA: Artificer Alchemical Formula (Artificer) UA: Artificer Alchemical Formula (Artificer) UA: Artificer
As an action, you can reach into your Alchemist's Satchel and pull out You set an alarm against unwanted intrusion. Choose a door, a For the duration, you sense the presence of magic within 30 feet of
a crystalline shard and hurl it at a creature, object, or surface within window, or an area within range that is no larger than a 20-foot cube. you. If you sense magic in this way, you can use your action to see a
30 feet of you (the shard disappears if you don't hurl it by the end of Until the spell ends, an alarm alerts you whenever a tiny or larger faint aura around any visible creature or object in the area that bears
the current turn). The shard shatters on impact with a blast of creature touches or enters the warded area. When you cast the spell, magic, and you learn its school of magic, if any. The spell can
concussive energy. Each creature within 10 feet of the point of you can designate creatures that won’t set off the alarm. You also penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of
impact must succeed on a Constitution saving throw or be knocked choose whether the alarm is mental or audible. common metal, a thin sheet of lead, or 3 feet of wood or dirt.
prone and pushed 10 feet away from that point. A mental alarm alerts you with a ping in your mind if you are within
1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds
within 60 feet.
Alchemical Formula (Artificer) UA: Artificer Spellcasting (Artificer) Player’s Handbook Magic Item Analysis (Artificer) Player’s Handbook
CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 minute
RANGE Self RANGE Self RANGE Touch
DURATION 1 hour DURATION Concentration, up to 10 minutes DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (a pearl worth at least 100 gp and an owl feather)
You make yourself—including your clothing, armor, weapons, and This spell allows you to move at an incredible pace. When you cast You choose one object that you must touch throughout the casting of
other belongings on your person—look different until the spell ends this spell, and then as a bonus action on each of your turns until the the spell. If it is a magic item or some other magic-imbued object, you
or until you use your action to dismiss it. You can seem 1 foot shorter spell ends, you can take the Dash action. learn its properties and how to use them, whether it requires
or taller and can appear thin, fat, or in between. You can’t change attunement to use, and how many charges it has, if any. You learn
your body type, so you must adopt a form that has the same basic whether any spells are affecting the item and what they are. If the
arrangement of limbs. Otherwise, the extent of the illusion is up to item was created by a spell, you learn which spell created it. If you
you. instead touch a creature throughout the casting, you learn what
The changes wrought by this spell fail to hold up to physical spells, if any, are currently affecting it.
inspection. For example, if you use this spell to add a hat to your
outfit, objects pass through the hat, and anyone who touches it
would feel nothing or would feel your head and hair. If you use this
spell to appear thinner than you are, the hand of someone who
reaches out to touch you would bump into you while it was
seemingly still in midair.
To discern that you are disguised, a creature can use its action to
inspect your appearance and must succeed on an Intelligence
(Investigation) check against your spell save DC.
Spellcasting (Artificer) Player’s Handbook Spellcasting (Artificer) Player’s Handbook Magic Item Analysis (Artificer) Player’s Handbook
Jump
1st-level transmutation
You touch a creature. The creature’s jump distance is tripled until the
spell ends.
Perhaps the most common tools used by adventurers, thieves’ Includes a backpack, a crowbar, a hammer, 10 pitons, 10 This wooden staff has 10 charges. While holding it, you can
tools are designed for picking locks and foiling traps. torches, a tinderbox, 10 days of rations, and a waterskin. use an action to expend 1 charge from the staff and cause a
Proficiency with the tools also grants you a general knowledge The pack also has 50 feet of hempen rope strapped to the flower to sprout from a patch of earth or soil within 5 feet
of traps and locks. side of it. of you, or from the staff itself. Unless you choose a specific
Components. Thieves’ tools include a small file, a set Of lock kind of flower, the staff creates a mildscented daisy. The
picks, a small mirror mounted on a metal handle, a set of flower is harmless and nonmagical, and it grows or withers
narrow—bladed scissors, and a pair of pliers. as a normal flower would.
History. Your knowledge of traps grants you insight when The staff regains 1d6 + 4 expended charges daily at
answering questions about locations that are renowned for
their traps. dawn. If you expend the last charge, roll a d20. On a 1, the
Investigation and Perception. You gain additional insight staff turns into flower petals and is lost forever.
when looking for traps, because you have learned a variety of
common signs that betray their presence.
Set a Trap. Just as you can disable traps, you can also set
them. As part of a short rest, you can create a trap using items
you have on hand. The total of your check becomes the DC for
someone else’s attempt to discover or disable the trap. The
trap deals damage appropriate to the materials used in
crafting it (such as poison or a weapon) or damage equal to
half the total of your check, whichever the DM deems
appropriate.
THIEVES’ TOOLS
Activity DC
Pick a lock Varies
Disable a trap Varies
1 lbs. Player’s Handbook 10 lbs. Player’s Handbook 4 lb. Xanathar’s Guide to Everything
Proficiency with an herbalism kit allows you to identify plants Made from tough but flexible leather, studded leather is
and safely collect their useful elements. reinforced with close-set rivets or spikes.
Components. An herbalism kit includes pouches to store
herbs, clippers and leather gloves for collecting plants, a mortar
and pestle, and several glass jars.
Arcana. Your knowledge of the nature and uses of herbs can
add insight to your magical studies that deal with plants and
your attempts to identify potions.
Investigation. When you inspect an area overgrown with
plants, your proficiency can help you pick out details and clues
that others might miss.
Medicine. Your mastery of herbalism improves your ability to
treat illnesses and wounds by augmenting your methods of
care with medicinal plants.
Nature and Survival. When you travel in the wild, your skill
in herbalism makes it easier to identify plants and spot sources
of food that others might overlook.
Identify Plants. You can identify most plants with a quick
inspection of their appearance and smell.
HERBALISM KIT
Activity DC
Find plants 15
Identify poison 20