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Wrathful

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0% found this document useful (0 votes)
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Wrathful

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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ArTIFICER ARTLIEREST

CLASS & LEVEL BACKGROUND PLAYER NAME


Wrathful Ver0.2b
Warforge CE
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
18
+2 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

15 PERSONALITY TRAITS

Hit Point Maximum 43


+2 Strength
DEXTERITY

+2 ●
+2

+6
Dexterity
Constitution
37/43
CURRENT HIT POINTS IDEALS
● +7 Intelligence

15 +1 Wisdom
+2 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+3
+2 Acrobatics (Dex) Total SUCCESSES
17 +1 Animal Handling (Wis) FAILURES
+4 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +2 Athletics (Str)

+4 +2

+4
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE Constructed Resilience. You were created to have remarkable fortitude, represented by the
following benefits:

Ballista +4 2d8 force+int You have advantage on saving throws against being poisoned, and you have resistance to
poison damage.
18 +1 Insight (Wis) You dont need to eat, drink, or breathe.
You are immune to disease.
You don't need to sleep, and magic can't put you to sleep.Sentry's Rest. When you take a
+2 Intimidation (Cha) Flamethrower 2d8 Fire long rest, you must spend at least six hours in an inactive, motionless state, rather than
sleeping. In this state, you appear inert, but it doesnt render you unconscious, and you
can see and hear as normal.
WISDOM ● +7 Investigation (Int) Integrated Protection. Your body has built-in defensive layers, which can be enhanced with
armor.
You gain a +1 bonus to Armor Class.
+1 Medicine (Wis)
+1 +4 Nature (Int)
You can don only armor with which you have proficiency. To don armor, you must
incorporate it into your body over the course of 1 hour, during which you must remain in
contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest
while donning or doffing armor in this way.
While you live, your armor can't be removed from your body against your will.Specialized
Design. You gain one skill proficiency and one tool proficiency of your choice.
● +4 Perception (Wis)
12 Enhanced Defense
Item: A suit of armor or a shield
+2 Performance (Cha)
A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the
infused item.
+2 Persuasion (Cha)
CHARISMA The bonus increases to +2 when you reach 10th level in this class.
+4 Religion (Int) Repeating Shot

+2 +2 Sleight of Hand (Dex)


Item: A simple or martial weapon with the ammunition property (requires attunement)

This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's
used to make a ranged attack, and it ignores the loading property if it has it.
+2 Stealth (Dex) 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
15 +1 Survival (Wis)
by the weapon vanishes the instant after it hits or misses a target.

Mind Sharpener
Item: A suit of armor or robes

SKILLS ATTACKS & SPELLCASTING The infused item can send a jolt to the wearer to refocus their mind. The item has 4
charges. When the wearer fails a Constitution saving throw to maintain concentration on a
spell, the wearer can use its reaction to expend 1 of the item's charges to succeed instead.
The item regains 1d4 expended charges daily at dawn.

Helm of Awareness
PASSIVE WISDOM (PERCEPTION)
CP
Thief tools Prerequisite: 10th-level artificer
Item: A helmet (requires attunement)

While wearing this helmet, a creature has advantage on initiative rolls. In addition, the
wearer cant be surprised, provided it isnt incapacitated.

Common, dwarvish, elvish SP

EP

GP

PP

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

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.

At 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.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.

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.

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but
they dont count against the number of artificer spells you prepare.

Also at 3rd level, you've learned how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an
unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand. Once you create a cannon, you can't do so again
until you finish a long rest or until you expend a spell slot to create one. You can have only one cannon at a time and can't create one while your cannon is present.

The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic
damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit
points or after 1 hour. You can dismiss it early as an action.

When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns,
you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied
space, provided it has legs.

At 5th level, You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils
into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.
ADDITIONAL FEATURES & TRAITS
You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls
equal to the number rolled.

CHARACTER BACKSTORY TREASURE

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

0 CANTRIPS 3 6
Fire Bolt
Shocking Grasp

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

Absorb Elements

4
SPELLS KNOWN

2
Darkvision

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

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