Willi'arm Tir
Willi'arm Tir
STEALTH DISADVANTAGE
ARMOR Chef. As part of a short rest, you can cook special food provided you have
STRENGTH Scale Mail 15 ingredients and cook’s utensils on hand. You can prepare enough of this
food for 6 creatures. At the end of the short rest, any creature who eats
the food and spends one or more Hit Dice to regain hp regains an extra 1d8
PROFICIENCY BONUS +2
10
SHIELD hp.
AC With one hour of work or when you finish a long rest, you can cook 2
treats. These special treats last 8 hours after being made. A creature can
use a bonus action to eat one of those treats to gain 2 temporary hp.
N
CIE C
+0 Strength
Y
PROFI
13
Demoralizing Strike (2/Long Rest). Once per turn, when you hit a creature
-1 Wisdom
35 4d8 with a weapon attack roll, you can attempt to frighten that target. The
target must make a DC13 Wisdom saving throw. On a failed save, the
+1 Charisma target is frightened of you until the end of your next turn. On a successful
CONDITIONAL save, the target has disadvantage on the next attack roll it makes before
+1
the end of its next turn.
Magical Tinkering. You must have thieves’ tools or artisan’s tools. You
touch a Tiny nonmagical object as an action and give it one of the following
CURRENT HIT POINTS magical properties of your choice:
The object sheds bright light in a 5-foot radius and dim light for an
CONSTITUTION DEATH SAVING THROWS
additional 5 feet.
SAVING THROWS
Whenever tapped by a creature, the object emits a recorded message
16 SPEED FLY CLIMB SWIM (no more than 6 seconds long) that can be heard up to 10 feet away.
N
CIE C
The object continuously emits your choice of an odor or a nonverbal
+1 Acrobatics (Dex) 35ft. 0ft. 0ft. 0ft.
Y
RT
EXPE
A static visual effect appears on one of the object’s surfaces.
-1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION The chosen property lasts indefinitely. As an action, you can touch the
+3 ✘ +5 Arcana (Int)
object and end the property early.
You can bestow magic on up to 3 objects.
Infuse Item. Whenever you finish a long rest, you can touch a nonmagical
✘ +2 Athletics (Str) object and imbue it with one of your artificer infusions, turning it into a
magic item.
INTELLIGENCE +1 Deception (Cha) Your infusion remains in an item indefinitely, but when you die, the
infusion vanishes after 3 days have passed.
17 +3 History (Int)
-1 Insight (Wis)
You can infuse up to 2 nonmagical objects at the end of a long rest.
Enhanced Defense. You can infuse a suit of armor or a shield into a +1
armor or a +1 shield.
Enhanced Weapon. You can infuse a simple or martial weapon into a +1
+1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS weapon.
+3 ✘ +5 Investigation (Int)
Mind Sharpener. You can infuse a suit of armor or robes into a Mind
Sharpener.
The Right Tool for the Job. With thieves’ tools or artisan’s tools in hand,
-1 Medicine (Wis) you can magically create one set of artisan’s tools in an unoccupied space
WISDOM within 5 feet of you. This creation requires 1 hour of uninterrupted work.
+3 Nature (Int)
Arcane Armor (Action). You can turn a suit of armor you are wearing into
8 -1 Perception (Wis)
+1 Performance (Cha)
Arcane Armor, provided you have smith’s tools in hand. You gain the
following benefits while wearing this armor:
• If the armor normally has a Strength requirement, the arcane armor
lacks this requirement for you.
+1 Persuasion (Cha) • You can use the arcane armor as a spellcasting focus for your artificer
-1 +3 Religion (Int)
spells.
• The armor attaches to you and can’t be removed against your will. It
also expands to cover your entire body, although you can retract or deploy
the helmet as a bonus action. The armor replaces any missing limbs,
+1 Sleight of Hand (Dex) functioning identically to a limb it replaces.
CHARISMA ✘ +3 Stealth (Dex)
• You can doff or don the armor as an action.
The armor continues to be Arcane Armor until you don another suit of
12
armor or you die.
✘ +1 Survival (Wis)
Armor Model. You can customize your Arcane Armor. Each model includes
SKILLS a special weapon. When you attack with that weapon, you can add your
Intelligence modifier, instead of Strength or Dexterity, to the attack and
damage rolls.
+1 9 PASSIVE PERCEPTION You can change the armor’s model whenever you finish a short or long
rest, provided you have smith’s tools in hand.
Infiltrator (Armor Model). You can customize your armor for subtle
undertakings.
ADVANTAGE Lightning Launcher. A gemlike node appears on one of your armored fists
or on the chest. It counts as a simple ranged weapon, with a normal range
INITIATIVE +1 1 Attack / Attack Action RACIAL TRAITS
of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage
on a hit. Once on each of your turns when you hit a creature with it, you
can deal an extra 1d6 lightning damage to that target.
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You have trained to be a valorous warrior known as a Knight of Solamnia. Strict rules guide your every action, and you
work to uphold them as you strive to defend the weak and oppose all forms of evil. Your honor is as important to you as
your life.
PERSONALITY TRAITS
IDEAL
BOND
Squire of Solamnia
The Knights of Solamnia provide you free, modest
lodging and food at any of their fortresses or
encampments.
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
Thieves’ Tools 1 1 Bag of Holding 1 15
Dungeoneer’s Pack 1 10
Crossbow, Light 1 5
Crossbow Bolt 20 1
[Scale Mail] 1 45
Leather 1 10
Smith’s Tools 1 8
0 0 0 0 0
95 lb / 150 lb 300 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 +5 13 5
You hurl a bubble of acid. Choose one creature you can see within You touch a living creature that has 0 hit points. The creature A creature you touch regains a number of hit points equal to 1d8 +
range, or choose two creatures you can see within range that are becomes stable. This spell has no effect on undead or constructs. your spellcasting ability modifier. This spell has no effect on undead
within 5 feet of each other. A target must succeed on a Dexterity or constructs.
saving throw or take 1d6 acid damage. At Higher Levels. When you cast this spell using a spell slot of 2nd
This spell’s damage increases by 1d6 when you reach 5th level level or higher, the healing increases by 1d8 for each slot level above
(2d6), 11th level (3d6), and 17th level (4d6). 1st.
Spellcasting (Artificer) Player’s Handbook Spellcasting (Artificer) Player’s Handbook Prepared (Artificer) Player’s Handbook
For the duration, you sense the presence of magic within 30 feet of You make yourself—including your clothing, armor, weapons, and Each object in a 20-foot cube within range is outlined in blue, green,
you. If you sense magic in this way, you can use your action to see a other belongings on your person—look different until the spell ends or violet light (your choice). Any creature in the area when the spell is
faint aura around any visible creature or object in the area that bears or until you use your action to dismiss it. You can seem 1 foot shorter cast is also outlined in light if it fails a Dexterity saving throw. For the
magic, and you learn its school of magic, if any. The spell can or taller and can appear thin, fat, or in between. You can’t change duration, objects and affected creatures shed dim light in a 10-foot
penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of your body type, so you must adopt a form that has the same basic radius.
common metal, a thin sheet of lead, or 3 feet of wood or dirt. arrangement of limbs. Otherwise, the extent of the illusion is up to Any attack roll against an affected creature or object has advantage
you. if the attacker can see it, and the affected creature or object can’t
The changes wrought by this spell fail to hold up to physical benefit from being invisible.
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.
Prepared (Artificer) Player’s Handbook Prepared (Artificer) Player’s Handbook Prepared (Artificer) Player’s Handbook
You choose one object that you must touch throughout the casting of You create three glowing darts of magical force. Each dart hits a A wave of thunderous force sweeps out from you. Each creature in a
the spell. If it is a magic item or some other magic-imbued object, you creature of your choice that you can see within range. A dart deals 15-foot cube originating from you must make a Constitution saving
learn its properties and how to use them, whether it requires 1d4 + 1 force damage to its target. The darts all strike simultaneously, throw. On a failed save, a creature takes 2d8 thunder damage and is
attunement to use, and how many charges it has, if any. You learn and you can direct them to hit one creature or several. pushed 10 feet away from you. On a successful save, the creature
whether any spells are affecting the item and what they are. If the At Higher Levels. When you cast this spell using a spell slot of 2nd takes half as much damage and isn’t pushed. In addition, unsecured
item was created by a spell, you learn which spell created it. If you level or higher, the spell creates one more dart for each slot level objects that are completely within the area of effect are
instead touch a creature throughout the casting, you learn what above 1st. automatically pushed 10 feet away from you by the spell’s effect, and
spells, if any, are currently affecting it. the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d8 for each slot level above
1st.
Prepared (Artificer) Player’s Handbook Armorer Spells (Artificer) Player’s Handbook Armorer Spells (Artificer) Player’s Handbook
Thieves’ Tools Dungeoneer’s Pack Crossbow, Light
Tools Equipment Packs Weapons
Perhaps the most common tools used by adventurers, thieves’ Includes a backpack, a crowbar, a hammer, 10 pitons, 10
tools are designed for picking locks and foiling traps. torches, a tinderbox, 10 days of rations, and a waterskin.
Proficiency with the tools also grants you a general knowledge The pack also has 50 feet of hempen rope strapped to the
of traps and locks. side of it.
Components. Thieves’ tools include a small file, a set Of lock
picks, a small mirror mounted on a metal handle, a set of
narrow—bladed scissors, and a pair of pliers.
History. Your knowledge of traps grants you insight when
answering questions about locations that are renowned for
their traps.
Investigation and Perception. You gain additional insight
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
Crossbow bolts are used with a crossbow to make a ranged This bag has an interior space considerably larger than its This armor consists of a coat and leggings (and perhaps a
attack. outside dimensions, roughly 2 feet in diameter at the separate skirt) of leather covered with overlapping pieces
mouth and 4 feet deep. The bag can hold up to 500 of metal, much like the scales of a fish. The suit includes
pounds, not exceeding a volume of 64 cubic feet. The bag gauntlets.
weighs 15 pounds, regardless of its contents. Retrieving an
item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and
is destroyed, and its contents are scattered in the Astral
Plane. If the bag is turned inside out, its contents spill forth,
unharmed, but the bag must be put right before it can be
used again. Breathing creatures inside the bag can survive
up to a number of minutes equal to 10 divided by the
number of creatures (minimum 1 minute), after which time
they begin to suffocate.
Placing a bag of holding inside an extradimensional space
created by a handy haversack, portable hole, or similar item
instantly destroys both items and opens a gate to the Astral
Plane. The gate originates where the one item was placed
inside the other. Any creature within 10 feet of the gate is
sucked through it to a random location on the Astral Plane.
The gate then closes. The gate is one-way only and can't be
reopened.
1/20 lb. Player’s Handbook 15 lb. Dungeon Master’s Guide 45 lb. Player’s Handbook
The breastplate and shoulder protectors of this armor are Smith’s tools allow you to work metal, heating it to alter its
made of leather that has been stiffened by being boiled in shape, repair damage, or work raw ingots into useful items.
oil. The rest of the armor is made of softer and more Components. Smith’s tools include hammers, tongs,
flexible materials. charcoal, rags, and a Whetstone.
Arcana and History. Your expertise lends you additional
insight when examining metal objects, such as weapons.
Investigation. You can spot clues and make deductions
that others might overlook when an investigation involves
armor, weapons, or other metalwork.
Repair. With access to your tools and an open flame hot
enough to make metal pliable, you can restore 10 hit points
to a damaged metal object for each hour of work.
SMITH’S TOOLS
Activity DC
Sharpen a dull blade 10
Repair a suit of armor 15
Sunder a nonmagical metal object 20