r3nd - 7th
r3nd - 7th
STEALTH DISADVANTAGE
                                                                                       ARMOR                                                                                  Magical Tinkering. You must have tinker’s tools or other artisan’s
    STRENGTH                                                                            Guardian Power Plate                                                   21             tools in hand. You touch a Tiny nonmagical object as an action and
                                                                                                                                                                              give it one of the following magical properties of your choice:The
                                 PROFICIENCY BONUS                         +3                                                                                                 object sheds bright light in a 5-foot radius and dim light for an
       10
                                                                                       SHIELD                                                                                 additional 5 feet.Whenever tapped by a creature, the object emits a
                                                                                                                                                                  AC
                                                                                        Shield                                                                                recorded message (no more than 6 seconds long) that can be heard
                                                                                                                                                                              up to 10 feet away.The object continuously emits your choice of an
                                      N
                                   CIE C
                                                                                        Integrated Protection (1)                                                             odor or a nonverbal sound. The chosen phenomenon is perceivable
                                                    +0 Strength                                                                                                               up to 10 feet away.A static visual effect appears on one of the
                                           Y
                               PROFI
12 +0 Wisdom
                                                    +2 Charisma
                                                                                            59                         4d8/3d6
                                                                                                                                                                              indefinitely, but when you die, the infusion vanishes after 3 days have
                                                                                                                                                                              passed.You can infuse up to 2 nonmagical objects at the end of a long
                                                                                                                                                                              rest.
                                CONDITIONAL
                                                                                                                                                                                Enhanced Defense. You can infuse a suit of armor or a shield into a
                                                                                                                                                                              +1 armor or a +1 shield.
         +1                                                                                                                                                                     Enhanced Weapon. You can infuse a simple or martial weapon into
                                                                                                                                                                              a +1 weapon.
                                                                                                                                                                                Mind Sharpener. You can infuse a suit of armor or robes into a
                                                                                                             CURRENT HIT POINTS                                               Mind Sharpener.
 CONSTITUTION                                                                                                          DEATH SAVING THROWS                                      Bag of Holding. Using this infusion, you can replicate a Bag of
                                                      SAVING THROWS                                                                                                           Holding.
       15                             N
                                   CIE C
                                                    +1 Acrobatics (Dex)
                                                                                       SPEED
                                                                                           20ft.
                                                                                                          FLY
                                                                                                                0ft.
                                                                                                                                  CLIMB
                                                                                                                                         0ft.
                                                                                                                                                           SWIM
                                                                                                                                                              0ft.
                                                                                                                                                                              The Right Tool for the Job. With tinker’s tools in hand, you can
                                                                                                                                                                              magically create one set of artisan’s tools in an unoccupied space
                                           Y
                               PROFI
EXPE
       16                              ✘            +6 History (Int)
                                                    +0 Insight (Wis)
                                                                                                                                                                              replacing.
                                                                                       Constructed Resilience. You have advantage on saving                                   Thunder Gauntlets. Your armored fists each count as a simple melee
                                                    +0 Medicine (Wis)                                                                                                         weapon, and each deals 1d8 thunder damage on a hit. A creature hit
                                                                                       throws against being poisoned, and you have resistance                                 by the gauntlet has disadvantage on attack rolls against targets other
     WISDOM                            ✘            +6 Nature (Int)                    to poison damage.You don’t need to eat, drink, or                                      than you until the start of your next turn, as the armor magically
                                                                                       breathe.You are immune to disease.You don’t need to                                    emits a distracting pulse when the creature attacks someone else.
       11                              ✘            +3 Perception (Wis)
                                                    +2 Performance (Cha)
                                                                                       sleep, and magic can’t put you to sleep.
                                                                                       Sentry’s Rest. When you take a long rest, you must
                                                                                                                                                                              Defensive Field (Bonus Action). You gain 3 temporary hp, replacing
                                                                                                                                                                              any temporary hp you already have. You lose these temporary hp if
                                                                                                                                                                              you doff the armor.
                                                    +2 Persuasion (Cha)                spend at least six hours in an inactive, motionless state,
         +0                                         +3 Religion (Int)
                                                                                       rather than sleeping. In this state, you appear inert, but                             Arcane Recovery. Once per day when you finish a short rest, you can
                                                                                       it doesn’t render you unconscious, and you can see and                                 choose expended spell slots to recover. The spell slots can have a
                                                                                       hear as normal.                                                                        combined level that is equal to or less than 2.
                                                    +1 Sleight of Hand (Dex)
    CHARISMA                                                                                                                                                                  Abjuration Savant. The gold and time you must spend to copy an
                                                    +1 Stealth (Dex)                   Integrated Protection. You can don only armor with                                     abjuration spell into your spellbook is halved.
                                                                                       which you have proficiency. To don armor, you must
       14                                           +0 Survival (Wis)
                                                            SKILLS
                                                                                       incorporate it into your body over the course of 1 hour,
                                                                                       during which you remain in contact with the armor. To
                                                                                       doff armor, you must spend 1 hour removing it. You can
                                                                                                                                                                              Arcane Ward (1/Long Rest). When you cast an abjuration spell of 1st
                                                                                                                                                                              level or higher, you can create a magical ward on yourself that lasts
                                                                                                                                                                              until you finish a long rest. The ward has 9 hp. Whenever you take
                                                                                       rest while donning or doffing armor in this way.While                                  damage, the ward takes the damage instead. If this damage reduces
                                                                                                                                                                              the ward to 0 hp, you take any remaining damage.While the ward has
         +2                      13                     PASSIVE PERCEPTION             you live, your armor can’t be removed from your body                                   0 hp, it can’t absorb damage, but its magic remains. Whenever you
                                                                                       against your will.                                                                     cast an abjuration spell of 1st level or higher, the ward regains a
                                                                                                                                                                              number of hp equal to twice the level of the spell.
         ADVANTAGE                                                                                                                                                            Word of the Law (Action—1/Short Rest). You can cause each
                                                                                                                                                                              creature within 10 feet of you (not including yourself) that can hear
INITIATIVE           +1                        1 Attack / Attack Action                                           RACIAL TRAITS
                                                                                                                                                                              you to lose its reaction and have its speed reduced to 0 feet until the
                                                                                                                                                                              end of its next turn.
Thunder Gauntlets + Booming Blade                                         5ft          +7 vs AC               2d8 + 3,                                                        Armor Proficiencies. Light Armor, Medium Armor,
(ATK = 1d20 + 3(Prof) + 3 (INT), +1 (ART Infusion) | DMG = 2d8 (TG's and BB) + 3 (Prof). If Target Moves - 2d8.
                                                                                                                                                                              Shields, Heavy Armor
NAME
                                                                                                                                                                            SYMBOL
               CHARACTER PORTRAIT                                                           ALLIES & ORGANIZATIONS
                                                                      As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found
                                                                      your way to one of Faerûn’s great institutes of learning , where you were apprenticed and taught that knowledge is a
                                                                      more valuable treasure than gold or gems. Now you are ready to leave your home- not to abandon it, but to quest for
                                                                      new lore to add to its storehouse of knowledge.
                                                                      The most well known of Faerûn’s fonts of knowledge is Candlekeep. The great library is always in need of workers and
                                                                      attendants, some of whom rise through the ranks to assume roles of greater responsibility and prominence. You might
                                                                      be one of Candlekeep’s own, dedicated to the curatorship of what is likely the most complete body of lore and history in
                                                                      all the world.
                PERSONALITY TRAITS
                                                                      Perhaps instead you were taken in by the scholars of the Vault of the Sages or the Map House in Silverymoon, and now
                                                                      you have struck out to increase your knowledge and to make yourself available to help those in other places who seek
                                                                      your expertise. You might be one of the few who aid Herald’s Holdfast, helping to catalogue and maintain records of the
                                                                      information that arrives daily from across Faerûn.
IDEAL
BOND
                 Dragon Scholar
You have studied dragons and their lore for many
years. You can automatically identify locations built
or used by dragons and can identify dragon eggs and
scales by sight. If you fail an Intelligence check to
recall lore related to dragons, you know someone or
some book you can consult for the answer unless the
DM rules that the lore is unknown.
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           Guardian Power Plate. A conduit for your artificer magic
[Shield (Artificer Infusion +1 AC)]              1 6    [Guardian Power Plate]                                            1    65           designed to be in the frontline of conflict.
[Thunder Gauntlets ( ART Power Armor) (Enhanced Weapon
                                                 1 2 Infusion)]                                                                                • If the armor normally has a Strength requirement,
                                                                                                                                            the power armor lacks this requirement for you.
                                                                                                                                               • You can use the power armor as a spellcasting focus
                                                                                                                                            for your artificer spells.
                                                                                                                                               • The power armor attaches to you and can’t be
                                                                                                                                            removed against your will. It also expands to cover your
                                                                                                                                            entire body, and it replaces any missing limbs,
                                                                                                                                            functioning identically to a body part it is replacing.
0 0 0 0 0
73 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               +6                          14               4
Intelligence +6 14 6
Charisma +5 13 N/A
You extend your hand and trace a sigil of warding in the air. Until the    As part of the action used to cast this spell, you must make a melee                           You hurl a mote of fire at a creature or object within range. Make a
end of your next turn, you have resistance against bludgeoning,            attack with a weapon against one creature within the spell’s range,                            ranged spell attack against the target. On a hit, the target takes 1d10
piercing, and slashing damage dealt by weapon attacks.                     otherwise the spell fails. On a hit, the target suffers the attack’s                           fire damage. A flammable object hit by this spell ignites if it isn’t
                                                                           normal effects, and it becomes sheathed in booming energy until the                            being worn or carried.
                                                                           start of your next turn. If the target willingly moves before then, it                            This spell’s damage increases by 1d10 when you reach 5th level
                                                                           immediately takes 1d8 thunder damage, and the spell ends.                                      (2d10), 11th level (3d10), and 17th level (4d10).
                                                                             This spell’s damage increases when you reach higher levels. At 5th
                                                                           level, the melee attack deals an extra 1d8 thunder damage to the
                                                                           target, and the damage the target takes for moving increases to 2d8.
                                                                           Both damage rolls increase by 1d8 at 11th level and 17th level.
Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Sword Coast Adventurer’s Guide Spellcasting (Artificer) Player’s Handbook
  CASTING TIME      1 action                                                 CASTING TIME      1 action                                                                     CASTING TIME       1 bonus action
      RANGE         5 feet                                                       RANGE         15 feet                                                                          RANGE          Touch
    DURATION        Instantaneous                                              DURATION        Instantaneous                                                                  DURATION         1 minute
  COMPONENTS        V, M (a weapon)                                          COMPONENTS        V                                                                            COMPONENTS         V, S
As part of the action used to cast this spell, you must make a melee       You create a lash of lightning energy that strikes at one creature of                          You touch one to three pebbles and imbue them with magic. You or
attack with a weapon against one creature within the spell’s range,        your choice that you can see within range. The target must succeed                             someone else can make a ranged spell attack with one of the pebbles
otherwise the spell fails. On a hit, the target suffers the attack’s       on a Strength saving throw or be pulled up to 10 feet in a straight line                       by throwing it or hurling it with a sling. If thrown, it has a range of 60
normal effects, and green fire leaps from the target to a different        toward you and then take 1d8 lightning damage if it is within 5 feet                           feet. If someone else attacks with the pebble, that attacker adds your
creature of your choice that you can see within 5 feet of it. The          of you.                                                                                        spellcasting ability modifier, not the attacker’s, to the attack roll. On
second creature takes fire damage equal to your spellcasting ability         This spell’s damage increases by 1d8 when you reach 5th level                                a hit, the target takes bludgeoning damage equal to 1d6 + your
modifier.                                                                  (2d8), 11th level (3d8), and 17th level (4d8).                                                 spellcasting ability modifier. Hit or miss, the spell then ends on the
  This spell’s damage increases when you reach higher levels. At 5th                                                                                                      stone.
level, the melee attack deals an extra 1d8 fire damage to the target,                                                                                                       If you cast this spell again, the spell ends early on any pebbles still
and the fire damage to the second creature increases to 1d8 + your                                                                                                        affected by it.
spellcasting ability modifier. Both damage rolls increase by 1d8 at
11th level and 17th level.
Pact Magic (Warlock) Sword Coast Adventurer’s Guide Spellcasting (Wizard) Sword Coast Adventurer’s Guide Spellcasting (Artificer) Xanathar’s Guide to Everything
  CASTING TIME      1 action                                                 CASTING TIME      1 reaction, which you take when you take acid, cold, fire, lightning, or     CASTING TIME       1 action
                                                                                               thunder damage
      RANGE         10 feet                                                      RANGE         Self                                                                             RANGE          Self
    DURATION        Up to 1 hour                                               DURATION        1 round                                                                        DURATION         1 hour
  COMPONENTS        V, S                                                     COMPONENTS        S                                                                            COMPONENTS         V, S, M (a cup of water)
This spell is a minor magical trick that novice spellcasters use for       The spell captures some of the incoming energy, lessening its effect                           A protective magical force surrounds you, manifesting as a spectral
practice. You create one of the following magical effects within           on you and storing it for your next melee attack. You have resistance                          frost that covers you and your gear. You gain 5 temporary hit points
range:                                                                     to the triggering damage type until the start of your next turn. Also,                         for the duration. If a creature hits you with a melee attack while you
   • You create an instantaneous, harmless sensory effect, such as a       the first time you hit with a melee attack on your next turn, the                              have these hit points, the creature takes 5 cold damage.
shower of sparks, a puff of wind, faint musical notes, or an odd odor.     target takes an extra 1d6 damage of the triggering type, and the spell                           At Higher Levels. When you cast this spell using a spell slot of 2nd
   • You instantaneously light or snuff out a candle, a torch, or a        ends.                                                                                          level or higher, both the temporary hit points and the cold damage
small campfire.                                                              At Higher Levels. When you cast this spell using a spell slot of 2nd                         increase by 5 for each slot above 1st.
   • You instantaneously clean or soil an object no larger than 1 cubic    level or higher, the extra damage increases by 1d6 for each slot level
foot.                                                                      above 1st.
   • You chill, warm, or flavor up to 1 cubic foot of nonliving material
for 1 hour.
   • You make a color, a small mark, or a symbol appear on an object
or a surface for 1 hour.
   • You create a nonmagical trinket or an illusory image that can fit
in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its
non-instantaneous effects active at a time, and you can dismiss such
an effect as an action.
Pact Magic (Warlock)                                Player’s Handbook      Spellcasting (Wizard)                          Xanathar’s Guide to Everything                  Pact Magic (Warlock)                                  Player’s Handbook
                 Avoid Grievous Injury                                                      Comprehend Languages                                                                      Cure Wounds
                     1st-level divination (combat)                                                     1st-level divination (ritual)                                                     1st-level evocation
  CASTING TIME       1 reaction, when you are struck by a critical hit         CASTING TIME        1 action                                                  CASTING TIME         1 action
      RANGE          Self                                                         RANGE            Self                                                          RANGE            Touch
    DURATION         Instantaneous                                              DURATION           1 hour                                                      DURATION           Instantaneous
  COMPONENTS         V, S                                                     COMPONENTS           V, S, M (a pinch of soot and salt)                        COMPONENTS           V, S
You cast this spell when a foe strikes you with a critical hit but before   For the duration, you understand the literal meaning of any spoken             A creature you touch regains a number of hit points equal to 1d8 +
damage dice are rolled. The critical hit against you becomes a normal       language that you hear. You also understand any spoken language                your spellcasting ability modifier. This spell has no effect on undead
hit.                                                                        that you hear. You also understand any written language that you               or constructs.
                                                                            see, but you must be touching the surface of which the words are                 At Higher Levels. When you cast this spell using a spell slot of 2nd
                                                                            written. It takes about 1 minute to read one page of text. This spell          level or higher, the healing increases by 1d8 for each slot level above
                                                                            doesn’t decode secret messages in a text or glyph, such as an arcane           1st.
                                                                            sigil, that isn’t part of a written language.
Spellcasting (Wizard) Deep Magic: Combat Divination Pact Magic (Warlock) Player’s Handbook Prepared (Artificer) Player’s Handbook
  CASTING TIME       1 bonus action                                            CASTING TIME        1 action                                                  CASTING TIME         1 action
      RANGE          Self                                                         RANGE            60 feet                                                       RANGE            Self (15-foot cone)
    DURATION         Concentration, up to 10 minutes                            DURATION           Concentration, up to 1 minute                               DURATION           Instantaneous
  COMPONENTS         V, S                                                     COMPONENTS           V                                                         COMPONENTS           V, S
This spell allows you to move at an incredible pace. When you cast          Each object in a 20-foot cube within range is outlined in blue, green,         Freezing cold blasts from your fingertips in a 15-foot cone. Each
this spell, and then as a bonus action on each of your turns until the      or violet light (your choice). Any creature in the area when the spell is      creature in that area must make a Constitution saving throw, taking
spell ends, you can take the Dash action.                                   cast is also outlined in light if it fails a Dexterity saving throw. For the   2d8 cold damage on a failed save, or half as much damage on a
                                                                            duration, objects and affected creatures shed dim light in a 10-foot           successful one.
                                                                            radius.                                                                          The cold freezes nonmagical liquids in the area that aren't being
                                                                               Any attack roll against an affected creature or object has advantage        worn or carried.
                                                                            if the attacker can see it, and the affected creature or object can’t            At Higher Levels. When you cast this spell using a spell slot of 2nd
                                                                            benefit from being invisible.                                                  level or higher, the damage increases by 1d8 for each slot level above
                                                                                                                                                           1st.
Spellcasting (Wizard) Player’s Handbook Prepared (Artificer) Player’s Handbook Spellcasting (Wizard) Icewind Dale: Rime of the Frostmaiden
You create a healing elixir in a simple vial that appears in your hand.     You create a shard of ice and fling it at one creature within range.           You touch a creature. The target’s speed increases by 10 feet until
The elixir retains its potency for the duration or until it’s consumed,     Make a ranged spell attack against the target. On a hit, the target            the spell ends.
at which point the vial vanishes.                                           takes 1d10 piercing damage. Hit or miss, the shard then explodes.                At Higher Levels. When you cast this spell using a spell slot of 2nd
  As an action, a creature can drink the elixir or administer it to         The target and each creature within 5 feet of it must succeed on a             level or higher, you can target one additional creature for each slot
another creature. The drinker regains 2d4 + 2 hit points.                   Dexterity saving throw or take 2d6 cold damage.                                level above 1st.
                                                                              At Higher Levels. When you cast this spell using a spell slot of 2nd
                                                                            level or higher, the cold damage increases by 1d6 for each slot level
                                                                            above 1st.
Spellcasting (Wizard)                                  UA: Starter Spells   Spellcasting (Wizard)                        Xanathar’s Guide to Everything    Spellcasting (Wizard)                                 Player’s Handbook
                           Magic Missile                                                 Nybor’s Gentle Reminder                                                                   Sanctuary
                             1st-level evocation                                                      1st-level enchantment                                                       1st-level abjuration
  CASTING TIME      1 action                                                 CASTING TIME      1 action                                               CASTING TIME         1 bonus action
      RANGE         120 feet                                                     RANGE         30 ft.                                                     RANGE            30 feet
    DURATION        Instantaneous                                              DURATION        Concentration, up to 1 minute                            DURATION           1 minute
  COMPONENTS        V, S                                                     COMPONENTS        V, S, M (a thin wooden switch at least 2 ft. long)     COMPONENTS           V, S, M (a small silver mirror)
You create three glowing darts of magical force. Each dart hits a          Choose a target creature within range. That target must make a           You ward a creature within range against attack. Until the spell ends,
creature of your choice that you can see within range. A dart deals        successful Constitution saving throw or suffer excruciating pain for     any creature who targets the warded creature with an attack or a
1d4 + 1 force damage to its target. The darts all strike simultaneously,   the duration of the spell. The target has disadvantage on all ability    harmful spell must first make a Wisdom saving throw. On a failed
and you can direct them to hit one creature or several.                    checks, attack rolls, and saving throws. If the affected target is       save, the creature must choose a new target or lose the attack or
  At Higher Levels. When you cast this spell using a spell slot of 2nd     concentrating on a spell, it must immediately make a concentration       spell. This spell doesn’t protect the warded creature from area
level or higher, the spell creates one more dart for each slot level       check against the spellcaster’s DC.                                      effects, such as the explosion of a fireball. If the warded creature
above 1st.                                                                                                                                          makes an attack, casts a spell that affects an enemy, or deals damage
                                                                                                                                                    to another creature, this spell ends.
Armorer Spells (Artificer) Player’s Handbook Spellcasting (Wizard) The Great Dale Prepared (Artificer) Player’s Handbook
  CASTING TIME      1 reaction                                               CASTING TIME      1 bonus action                                         CASTING TIME         1 action
      RANGE         Self                                                         RANGE         Self                                                       RANGE            120 feet
    DURATION        1 round                                                    DURATION        Instantaneous                                            DURATION           Instantaneous
  COMPONENTS        V, S                                                     COMPONENTS        V                                                      COMPONENTS           V, S
Reaction trigger: You are hit by an attack or targeted by the magic        Briefly surrounded by silvery mist, you teleport up to 30 feet to an     You create three rays of fire and hurl them at targets within range.
missile spell An invisible barrier of magical force appears and protects   unoccupied space that you can see.                                       You can hurl them at one target or several. Make a ranged spell
you. Until the start of your next turn, you have a +5 bonus to AC,                                                                                  attack for each ray. On a hit, the target takes 2d6 fire damage.
including against the triggering attack, and you take no damage from                                                                                  At Higher Levels. When you cast this spell using a spell slot of 3rd
magic missile.                                                                                                                                      level or higher, you create one additional ray for each slot level above
                                                                                                                                                    2nd.
Additional Spell                                    Player’s Handbook      Spellcasting (Wizard)                               Player’s Handbook    Spellcasting (Wizard)                                    Player’s Handbook
        Shield (Artificer Infusion +1 AC)                      Thunder Gauntlets ( ART Power Armor) (Enhanced Weapon Infusion)                 Guardian Power Plate
                          Armor                                                           Weapons                                                            Armor
A shield is made from wood or metal and is carried in one                                                                        A conduit for your artificer magic designed to be in the
hand. Wielding a shield increases your Armor Class by 2.                                                                         frontline of conflict.
You can benefit from only one shield at a time.                                                                                    • If the armor normally has a Strength requirement, the
                                                                                                                                 power armor lacks this requirement for you.
                                                                                                                                   • You can use the power armor as a spellcasting focus
                                                                                                                                 for your artificer spells.
                                                                                                                                   • The power armor attaches to you and can’t be
                                                                                                                                 removed against your will. It also expands to cover your
                                                                                                                                 entire body, and it replaces any missing limbs, functioning
                                                                                                                                 identically to a body part it is replacing.
6 lb. Player’s Handbook 2 lb. Player’s Handbook 65 lb. Unearthed Arcana: Subclasses, Part 3