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Artificer Oneshot

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0% found this document useful (0 votes)
65 views

Artificer Oneshot

Uploaded by

blablabla
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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artificer 3 (armorer) archeologist (altered)

CLASS & LEVEL BACKGROUND PLAYER NAME

Vedalken L
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
19 +2 30
6 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

-2 PERSONALITY TRAITS

Hit Point Maximum 29


-2
Strength
DEXTERITY
+2
Dexterity

15 ● +5
Constitution
CURRENT HIT POINTS IDEALS
● +6
Intelligence
+2 +2
Wisdom
-3
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
16
+2
Acrobatics (Dex) Total SUCCESSES
+3
+2
Animal Handling (Wis) FAILURES

+6
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
-2
Athletics (Str)

18 -3
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE

+6
History (Int) Magical tinkering: read page. to much for this box.
thunder G +7 1d8+5
+4 +2
Insight (Wis) infuse item:
-3
Intimidation (Cha) Lightning l +6 1d6+4 *enhance defence
*enhance weapon
WISDOM ●
+6
Investigation (Int) *Homonculus
*replicate magic item - goggles of night
+2
Medicine (Wis)
14 +4
Nature (Int)
Defensive Field. As a bonus action, you can gain temporary hit points
equal to your level in this class, replacing any temporary hit points you
Armorer subclass:
already have. You lose these temporary hit points if you doff the armor.
+2 +2
Perception (Wis) You can use this bonus action a number of times equal to your *tools of the trade : smithing tools prof and heavy
proficiency bonus, and you regain all expended uses when you finish a
armor
-3
Performance (Cha) long rest. (2)
*Arcane Armor
Persuasion (Cha)
-3 Lightning launcher : 1d6 extra damage once per turn. Beginning at 3rd level, your metallurgical pursuits
CHARISMA
have led to you making armor a conduit for your
+4
Religion (Int) magic. As an action, you can turn a suit of armor
5 ●
+4
Sleight of Hand (Dex)
you are wearing into Arcane Armor, provided you
have smith's tools in hand.
+2
Stealth (Dex)
-3 You gain the following benefits while wearing this

+4
Survival (Wis) armor:
SKILLS ATTACKS & SPELLCASTING
If the armor normally has a Strength requirement,
the arcane armor lacks this requirement for you.

14 PASSIVE WISDOM (PERCEPTION)


You can use the arcane armor as a spellcasting
CP chain mail, shield, no focus for your artificer spells.
weapon.
The armor attaches to you and can’t be removed
SP against your will. It also expands to cover your
Tools: Thieves’ tools(1d4), tinker’s tools,
cartographer's tools, smith's tools, entire body, although you can retract or deploy the
helmet as a bonus action. The armor replaces any
jeweler's tools EP missing limbs, functioning identically to a body
part it is replacing.
Languages: Common, vedalken,
undercommon, gnomish. GP You can doff or don the armor as an action.
The armor continues to be Arcane Armor until you
don another suit of armor or you die.
armor: shields, heavy armor, medium.
PP
*armor model guardian or infiltrator: look it up.
again to much text.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Vedalken Dispassion: You have advantage on all Intelligence, Wisdom, and Charisma saving
throws.

Tireless Precision: You are proficient in one of the following skills of your choice: Arcana, History,
Investigation, Medicine, Performance, or Sleight of Hand. You are also proficient with one tool of
your choice. ( sleight of hand)
Whenever you make an ability check with the chosen skill or tool, roll a d4 and add the number
rolled to the check's total. (thieves tools)

Partially Amphibious: By absorbing oxygen through your skin, you can breathe underwater for up
to 1 hour. Once you've reached that limit, you can't use this trait again until you finish a long rest.

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.

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
int 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
firebolt
mending

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 3 7
EPAR
SPELL NAME
ED
PR

● magic missile

● thunderwave
4
● identify (ritual)

● cure wounds
SPELLS KNOWN

● absorb elements

● catapult

● detect magic (ritual)

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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