Character
Character
SE Pirate
CLASS & LEVEL BACKGROUND PLAYER NAME
Torro/Torra SE Wisp Neutral 900
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH Sometimes speaks in the third
14 +1 30 person
-1 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED refer to personality trait 1
8 PERSONALITY TRAITS
+1 ●
●
+1 Dexterity
+6 Constitution
+6 Intelligence
35
CURRENT HIT POINTS IDEALS
13 +3 Wisdom
CONSTITUTION
0 Charisma
Their Broken Ship
SAVING THROWS
TEMPORARY HIT POINTS BONDS
+2 ●
+4 Deception (Cha)
+2 History (Int)
NAME ATK BONUS DAMAGE/TYPE
15 +3 Insight (Wis)
Crossbow, light +5 1d8+1 piercing
Clothes, traveler’s
WISDOM
●
+4 Intimidation (Cha)
+2 Investigation (Int)
Rapier +5 1d8+1 piercing
Flask or tankard
+3 Medicine (Wis) Shortsword +5 1d6+1 piercing
Grappling hook
+3 +2 Nature (Int)
Knife, Small
●
+7 Perception (Wis) Number of
16
0 Performance (Cha)
Attacks: 1 Lantern, hooded
CHARISMA
0 Persuasion (Cha)
+2 Religion (Int) . +5, d10+1 Silver x11
0 +1 Sleight of Hand (Dex)
+1 Stealth (Dex)
piercing
11 +3 Survival (Wis)
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
17 5'5
AGE HEIGHT WEIGHT
Torro/Torra Pure Black A Ghastly White Refer to Skin Color
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Artificer (TGC), Artificer-tgc-
Intelligence 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 3 6
Mending Aura of Vitality
Thorn Whip Conjure Barrage
Haste
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
Heroism
Shield
4 3
SPELLS KNOWN
2 3
Branding Smite
Dragon's Breath
Enlarge/Reduce
5 1
Negative Image
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
Darkvision: 60 ft.
----------Bonus Actions----------
Intangible Form: Disappear. As a bonus action, you can enter your "Intangible Form". While in this state you cannot attack or interact with objects. On the other hand, you cannot be hit or interacted with. You also
gain a flying speed of 10ft while in this form, an immunity to rough terrain, and the ability to phase through any object or wall. If you end your Intangible Form while inside of something, you will take Xd6 force
damage, with X equal to 1 for every 5 feet away from the closest unoccupied space you are. This form lasts until the end of your next turn.
---------------Actions--------------
Intangible Form: Appear. As an action you reappear and dismiss your Intangible form.
-------------Reactions-------------
Intangible Form: Wraith Dodge. Starting at 10th level you can enter your Intangible Form as a reaction to taking any damage.
-----------Other Traits------------
Arcane Jolt. At 9th level, you've learn new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical
energy through the strike to create one of the following effects:
- The target takes an extra 2d6 force damage.
- Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.
You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.
Battle Ready. When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:
- You gain proficiency with martial weapons.
- When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
The bonus increases to +2 when you reach 10th level in this class.
Flash of Genius. At 7th level, you've gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can
use your reaction to add your Intelligence modifier to the roll.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
Infuse Item. At 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the
infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement
(see the attunement rules in the Dungeon Master's Guide).
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your
knowledge of the infusion.
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of
your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then
the new infusion applies.
If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.
Intangible Form: Enfuse. Starting at 6th level, whenever you fly through a creature while in your Intangible Form they must make a constitution saving throw with a DC equal to your AC. On a failed save, the creature
takes necrotic or cold damage equal to 1d8 + Proficiency Bonus.
Magical Tinkering. At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical
object as an action and give it one of the following magical properties of your choice:
- The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
- Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more
than 6 seconds long.
- The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
- A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
- The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this
feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
No Honor. From the dark and the seedy background you have come i.e, from where everyone is trying to get the upper hand on everyone else. As like you have learned to read people and also to see the true
intentions behind of their words and actions. Here you have an advantage on (Wisdom) insight checks. This advantage even other dnd backgrounds can not have.
If the weapon lacks ammunition, it produces its own, automatically creating one piece of magic ammunition when the wielder makes a ranged attack with it. The ammunition created by the weapon vanishes the
instant after it hits or misses a target.
Replicate Extra Magic Item (Uncommon). Required: Replicate Magic Item (Uncommon)
Using this infusion, you replicate any common or uncommon magic item up to the DMs discretion, minus potions and scrolls.
Replicate Magic Item (Uncommon). Using this infusion, you replicate any common or uncommon magic item up to the DMs discretion, minus potions and scrolls.
The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield
regains 1d4 expended charges daily at dawn.
Spellcasting. You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce
wonders from mundane items and outlandish inventions.
You produce your artificer spell effects through your tools. You must have a spellcasting focus - specifically thieves' tools or some kind of artisan's tool - in hand when you cast any spell with this Spellcasting feature
(meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools.
After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.
Steel Defender. By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Steel Defender
stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.
In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take
a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.
If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st
level or higher. The steel defender returns to life after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new steel defender if you have smith's tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you
die.
The Right Tool For The Job. At 3rd level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied
space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this
feature again.
Tool Expertise. At 6th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.
Page 1
This spell repairs a single break or tear in an You create a long, vine-like whip covered in A willing creature you touch is imbued with
object you touch, such as a broken chain link, thorns that lashes out at your command bravery. Until the spell ends, the creature is
two halves of a broken key, a torn cloak, or a toward a creature in range. Make a melee spell immune to being frightened and gains
leaking wineskin. As long as the break or tear attack against the target. If the attack hits, the temporary hit points equal to your
is no larger than 1 foot in any dimension, you creature takes 1d6 piercing damage, and if the spellcasting ability modifier at the start of
mend it, leaving no trace of the former creature is Large or smaller, you pull the each of its turns. When the spell ends, the
damage. This spell can physically repair a creature up to 10 feet closer to you. This spell's target loses any remaining temporary hit
magic item or construct, but the spell can't damage increases by 1d6 when you reach 5th points from this spell. At Higher Levels. When
restore magic to such an object. level (2d6), 11th level (3d6), and 17th level you cast this spell using a spell slot of 2nd level
(4d6). or higher, you can target one additional
creature for each slot level above 1st.
An invisible barrier of magical force appears You touch one willing creature and imbue it You cause a creature or an object you can see
and protects you. Until the start of your next with the power to spew magical energy from within range to grow larger or smaller for the
turn, you have a +5 bonus to AC, including its mouth, provided it has one. Choose acid, duration. Choose either a creature or an object
against the triggering attack, and you take no cold, fire, lightning, or poison. Until the spell that is neither worn nor carried. If the target is
damage from magic missile. ends, the creature can use an action to exhale unwilling, it can make a Constitution saving
energy of the chosen type in a 15-foot cone. throw. On a success, the spell has no effect. If
Each creature in that area must make a the target is a creature, everything it is
Dexterity saving throw, taking 3d6 damage of wearing and carrying changes size with it.
the chosen type on a failed save, or half as Any item dropped by an affected creature
much damage on a successful one. At Higher returns to normal size at once. Enlarge. The
Levels. When you cast this spell using a spell target's size doubles in all dimensions, and its
slot of 3rd level or higher, the damage weight is multiplied by eight. This growth
increases by 1d6 for each slot level above 2nd. increases its size by one category — from
Medium to Large, for example. If there isn't
enough room for the target to double its size,
the creature or object attains the maximum
possible size in the space available. Until the
spell ends, the target also has advantage on
Strength checks and Strength saving throws.
You create a shadow-tunnel between your Choose an area of nonmagical flame that you The best defense is to never be attacked. The
location and one other creature you can see can see and that fits within a 5-foot cube second best is this. You summon a writhing
within range. You and that creature instantly within range. You can extinguish the fire in mass of unstable energy to guard your hand.
swap positions. If the target creature is that area, and you create either fireworks or You gain half cover from attacks and
unwilling to exchange places with you, it can smoke when you do so. Fireworks. The target damaging effects you can see, but you can only
resist the effect by making a Charisma saving explodes with a dazzling display of colors. use this hand to perform somatic components
throw. If the save succeeds, the spell has no Each creature within 10 feet of the target must of spells you cast until this spell ends. If a
effect. succeed on a Constitution saving throw or ranged attack hits you, you can discharge the
become blinded until the end of your next spell flux as a reaction, deflecting the attack.
turn. Smoke. Thick black smoke spreads out Make a ranged spell attack targeting a creature
from the target in a 20-foot radius, moving of your choosing within 30 feet of you. If you
around corners. The area of the smoke is hit, the target takes the damage and effect of
heavily obscured. The smoke persists for 1 the original attack. Once you do this, the spell
minute or until a strong wind disperses it. ends.
Page 1 (reverse)
Enlarge/Reduce (reverse)
The target's weapons also grow to match its
new size. While these weapons are enlarged,
the target's attacks with them deal 1d4 extra
damage. Reduce. The target's size is halved in
all dimensions, and its weight is reduced to
one-eighth of normal. This reduction
decreases its size by one category—from
Medium to Small, for example. Until the spell
ends, the target also has disadvantage on
Strength checks and Strength saving throws.
The target's weapons also shrink to match its
new size. While these weapons are reduced,
the target's attacks with them deal 1d4 less
damage (this can't reduce the damage below 1).
Page 2
The next time you hit a creature with a This spell wards a willing creature you touch Choose a willing creature that you can see
weapon attack before this spell ends, the and creates a mystic connection between you within range. Until the spell ends, the target's
weapon gleams with astral radiance as you and the target until the spell ends. While the speed is doubled, it gains a +2 bonus to AC, it
strike. The attack deals an extra 2d6 radiant target is within 60 feet of you, it gains a +1 has advantage on Dexterity saving throws,
damage to the target, which becomes visible if bonus to AC and saving throws, and it has and it gains an additional action on each of its
it's invisible, and the target sheds dim light in resistance to all damage. Also, each time it turns. That action can be used only to take the
a 5-foot radius and can't become invisible until takes damage, you take the same amount of Attack (one weapon attack only), Dash,
the spell ends. At Higher Levels: When you damage. The spell ends if you drop to 0 hit Disengage, Hide, or Use an Object action.
cast this spell using a spell slot of 3rd level or points or if you and the target become When the spell ends, the target can't move or
higher, the extra damage increases by 1d6 for separated by more than 60 feet. It also ends if take actions until after its next turn, as a wave
each slot level above 2nd. the spell is cast again on either of the of lethargy sweeps over it.
connected creatures. You can also dismiss the
spell as an action.
Healing energy radiates from you in an aura You throw a nonmagical weapon or fire a You attempt to reshape another creature's
with a 30-foot radius. Until the spell ends, the piece of nonmagical ammunition into the air memories. One creature that you can see must
aura moves with you, centered on you. You to create a cone of identical weapons that make a Wisdom saving throw. If you are
can use a bonus action to cause one creature in shoot forward and then disappear. Each fighting the creature, it has advantage on the
the aura (including you) to regain 2d6 hit creature in a 60-foot cone must succeed on a saving throw. On a failed save, the target
points. Dexterity saving throw. A creature takes 3d8 becomes charmed by you for the duration. The
damage on a failed save, or half as much charmed target is incapacitated and unaware
damage on a successful one. The damage type of its surroundings, though it can still hear
is the same as that of the weapon or you. If it takes any damage or is targeted by
ammunition used as a component. another spell, this spell ends, and none of the
target's memories are modified. While this
charm lasts, you can affect the target's
memory of an event that it experienced within
the last 24 hours and that lasted no more than
10 minutes. You can permanently eliminate all
memory of the event, allow the target to recall
the event with perfect clarity and exacting
detail, change its memory of the details of the
event, or create a memory of some other
Page 2 (reverse)