Maltinas
Maltinas
STEALTH DISADVANTAGE
ARMOR Darkvision. You can see in dim light within 60 feet of you
STRENGTH Mind Sharpener Studded Leather 14 as if it were bright light, and in darkness as if it were dim
light.
PROFICIENCY BONUS +2
8
SHIELD
AC Magical Tinkering. You must have thieves’ tools or
artisan’s tools. You touch a Tiny nonmagical object as an
N
CIE C action and give it one of the following magical properties
-1 Strength
Y
PROFI
of your choice:
-1 The object sheds bright light in a 5-foot radius and dim
+2 Dexterity
light for an additional 5 feet.
✘ +5 Constitution ARMOR CLASS Whenever tapped by a creature, the object emits a
DEXTERITY recorded message (no more than 6 seconds long) that can
✘ +6 Intelligence be heard up to 10 feet away.
MAXIMUM HIT DICE TEMPORARY
14
The object continuously emits your choice of an odor or
+2 Wisdom
27 3d8 a nonverbal sound. The chosen phenomenon is
+0 Charisma perceivable up to 10 feet away.
CONDITIONAL
A static visual effect appears on one of the object’s
surfaces.
+2 The chosen property lasts indefinitely. As an action, you
can touch the object and end the property early.
CURRENT HIT POINTS You can bestow magic on up to 4 objects.
CONSTITUTION DEATH SAVING THROWS
SAVING THROWS Infuse Item. Whenever you finish a long rest, you can
16 SPEED FLY CLIMB SWIM touch a nonmagical object and imbue it with one of your
N
CIE C
artificer infusions, turning it into a magic item.
+2 Acrobatics (Dex) 30ft. 0ft. 0ft. 0ft.
Y
PROFI
EXPE
VISION INSPIRATION EXHAUSTION you die, the infusion vanishes after 4 days have passed.
✘ +4 Animal Handling (Wis) You can infuse up to 2 nonmagical objects at the end of a
+3 ✘ +6 Arcana (Int) Darkvision long rest.
Mind Sharpener. You can infuse a suit of armor or robes
-1 Athletics (Str) into a Mind Sharpener.
INTELLIGENCE Enhanced Arcane Focus. You can infuse a rod, staff, or
+0 Deception (Cha) wand into an enhanced arcane focus.
14 ✘ +4 Perception (Wis)
imbued with magic until you finish a long rest. While the token is Battle Ready. When you attack with a magic weapon, you
imbued in this way, you can take these actions: can use your Intelligence modifier, instead of Strength or
+0 Performance (Cha) • Telepathic Message. As an action, you can send a telepathic Dexterity modifier, for the attack and damage rolls.
message to the creature holding or carrying the token, as long as
✘ +2 Persuasion (Cha) you are within 10 miles of it. The message can contain up to
Steel Defender. In combat, the defender shares your
+2 +4 Religion (Int)
twenty-five words.
• Remote Viewing. If you are within 10 miles of the token, you initiative count, but it takes its turn immediately after
can enter a trance as an action. The trance lasts for 1 minute, but yours. It can move and use its reaction on its own, but the
+2 Sleight of Hand (Dex) it ends early if you dismiss it (no action required) or are only action it takes on its turn is the Dodge action, unless
incapacitated. During this trance, you can see and hear from the you take a bonus action on your turn to command it to
CHARISMA +2 Stealth (Dex) token as if you were located where it is. While you are using your
senses at the token’s location, you are blinded and deafened in
take another action. That action can be one in its stat
block or some other action. If you are incapacitated, the
11 +2 Survival (Wis) regard to your own surroundings. When the trance ends, the
token is harmlessly destroyed. defender can take any action of its choice, not just Dodge.
SKILLS Once you create a token using this feature, you can’t do so again If the mending spell is cast on it, it regains 2d6 hit points.
until you finish a long rest, at which point your missing part If it has died within the last hour, you can use your smith’s
regrows. tools as an action to revive it, provided you are within 5
+0 14 PASSIVE PERCEPTION
Hex Magic. You can cast the disguise self and hex spells with this
feet of it and you expend a spell slot of 1st level or higher.
trait. Once you cast either of these spells with this trait, you can’t The steel defender returns to life after 1 minute with all its
cast that spell with it again until you finish a long rest. You can hit points restored.
ADVANTAGE also cast these spells using any spell slots you have. Your At the end of a long rest, you can create a new steel
spellcasting ability for these spells is Intelligence. defender if you have your smith’s tools with you.
INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS
Crossbow, Light 80/320 +4 vs AC 1d8+2 piercing Armor Proficiencies. Light Armor, Medium Armor,
Shields
Ammunition, Loading, Two-Handed
Weapon Proficiencies. Simple Weapons, Martial
Weapons
Tool Proficiencies. Alchemist’s supplies, Potter’s tools,
Herbalism kit, Thieves’ tools, Tinker’s tools
Languages. Common, Infernal, Gnomish
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
Maltinas lucraca un sculptor si olar iar in timpul liber o ajuta pe sotia lui aventurier, Yelena, cu reparatiile si mentenanta
echipamentelor, Aveam o viata buna pana cand Yelena si trupa ei de aventuriori nu s-aa mai intors din ultima aventura.
I always want to know how things work and what Devastat am vandut totul, petru a strange destui bani pentru a pleca in cautarea ei, investigatiile mele m-au adus in
makes people tick. barovia unde i-am pierdut urma.
Disperat sa gasesc indicii despre Yelena am gacut un pact cu un cerc de Hag-uri din Barovia, in urma caruia am devenit
un hexblood.
Acum, inca demoralizat, ma dau drept herbalist la marginea unuia dintre orasele Baroviei, ascunzandu-mi semnele de
People. I’m committed to the people I care about, hexblood folosind magie si cautand indicii despre Yelena.
not to ideals. (Neutral)
You are a former member of an artisan’s guild, skilled in a particular field and closely associated with other artisans. You
are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social
IDEAL order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became
a master in your own right.
BOND
Guild Membership
As an established and respected member of a guild, you can rely on
certain benefits that membership provides. Your fellow guild members
will provide you with lodging and food if necessary, and pay for your
funeral if needed. In some cities and towns, a guildhall offers a central
place to meet other members of your profession, which can be a good
place to meet potential patrons, allies, or hirelings.Guilds often wield
tremendous political power. If you are accused of a crime, your guild will
support you if a good case can be made for your innocence or the crime is
justifiable. You can also gain access to powerful political figures through
the guild, if you are a member in good standing. Such connections might
require the donation of money or magic items to the guild’s coffers.You
must pay dues of 5 gp per month to the guild. If you miss payments, you
must make up back dues to remain in the guild’s good graces.
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 Sickle +1. You have a +1 bonus to attack and damage
Sling 1 — [Sickle +1] 1 2 rolls made with this magic weapon.
Crossbow, Light 1 5 [Mind Sharpener Studded Leather] 1 13
Herbalism Kit 1 3 Mind Sharpener Studded Leather. The infused item can
Alchemist’s Supplies 1 8 send a jolt to the wearer to refocus their mind. The item
Thieves’ Tools 1 1 has 4 charges. When the wearer fails a Constitution
Dungeoneer’s Pack 1 10 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.
0 0 0 0 0
42 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.
Steel Defender Steel Defender
4 10 6
-3 +0 -2
CREATURE STATISTICS TRAITS & ACTIONS
Intelligence +6 14 5
This spell repairs a single break or tear in an object you touch, such as You extend your hand toward a creature you can see within range A creature you touch regains a number of hit points equal to 1d8 +
broken chain link, two halves of a broken key, a torn cloak, or a and project a puff of noxious gas from your palm. The creature must your spellcasting ability modifier. This spell has no effect on undead
leaking wineskin. As long as the break or tear is no larger than 1 foot succeed on a Constitution saving throw or take 1d12 poison damage. or constructs.
in any dimension, you mend it, leaving no trace of the former This spell’s damage increases by 1d12 when you reach 5th level At Higher Levels. When you cast this spell using a spell slot of 2nd
damage. (2d12), 11th level (3d12), and 17th level (4d12). level or higher, the healing increases by 1d8 for each slot level above
This spell can physically repair a magic item or construct, but the 1st.
spell can’t restore magic to such an object.
Spellcasting (Artificer) Player’s Handbook Spellcasting (Artificer) Player’s Handbook Prepared (Artificer) Player’s Handbook
CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE Self RANGE Self RANGE Self
DURATION Concentration, up to 10 minutes DURATION 1 hour DURATION Concentration, up to 10 minutes
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S
For the duration, you sense the presence of magic within 30 feet of You make yourself—including your clothing, armor, weapons, and This spell allows you to move at an incredible pace. When you cast
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 this spell, and then as a bonus action on each of your turns until the
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 spell ends, you can take the Dash action.
magic, and you learn its school of magic, if any. or taller and can appear thin, fat, or in between. You can’t change
The spell can penetrate most barriers, but is blocked by 1 foot of your body type, so you must adopt a form that has the same basic
stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of arrangement of limbs. Otherwise, the extent of the illusion is up to
wood or dirt. you.
The changes wrought by this spell fail to hold up to physical
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 Hex Magic (Hexblood) Player’s Handbook Prepared (Artificer) Player’s Handbook
CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 60 feet RANGE Touch RANGE 90 feet
DURATION 1 minute DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 hour
COMPONENTS V, S, M (a bit of pork rind or butter) COMPONENTS V, S COMPONENTS V, S, M (the petrified eye of a newt)
Slick grease covers the ground in a 10-foot square centered on a A willing creature you touch is imbued with bravery. Until the spell You place a curse on a creature that you can see within range. Until
point within range and turns it into difficult terrain for the duration. ends, the creature is immune to being frightened and gains the spell ends, you deal an extra 1d6 necrotic damage to the target
When the grease appears, each creature standing in its area must temporary hit points equal to your spellcasting ability modifier at the whenever you hit it with an attack. Also, choose one ability when you
succeed on a Dexterity saving throw or fall prone. A creature that start of each of its turns. When the spell ends, the target loses any cast the spell. The target has disadvantage on ability checks made
enters the area or ends its turn there must also succeed on a remaining temporary hit points from this spell. with the chosen ability.
Dexterity saving throw or fall prone. At Higher Levels. When you cast this spell using a spell slot of 2nd If the target drops to 0 hit points before this spell ends, you can use
level or higher, you can target one additional creature for each slot a bonus action on a subsequent turn of yours to curse a new
level above 1st. creature. A remove curse cast on the target ends this spell early.
At Higher Levels. When you cast this spell using a spell slot of 3rd
or 4th level, you can maintain your concentration on the spell for up
to 8 hours. When you use a spell slot of 5th level or higher, you can
maintain your concentration on the spell for up to 24 hours.
Prepared (Artificer) Player’s Handbook Battle Smith Spells (Artificer) Player’s Handbook Hex Magic (Hexblood) Player’s Handbook
Shield Tasha’s Caustic Brew
1st-level abjuration 1st-level evocation
CASTING TIME 1 reaction, which you take when you are hit by an attack or targeted CASTING TIME 1 action
by the magic missile spell
RANGE Self RANGE Self (30-foot line)
DURATION 1 round DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, S, M (a bit of rotten food)
An invisible barrier of magical force appears and protects you. Until A stream of acid emanates from you in a line 30 feet long and 5 feet
the start of your next turn, you have a +5 bonus to AC, including wide in a direction you choose. Each creature in the line must
against the triggering attack, and you take no damage from magic succeed on a Dexterity saving throw or be covered in acid for the
missile. spell’s duration or until a creature uses its action to scrape or wash
the acid off itself or another creature. A creature covered in the acid
takes 2d4 acid damage at start of each of its turns.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 2d4 for each spell slot above
1st.
Battle Smith Spells (Artificer) Player’s Handbook Prepared (Artificer) Tasha’s Cauldron of Everything