r3nd 5th
r3nd 5th
STEALTH DISADVANTAGE
                                                                                       ARMOR                                                                                  Magical Tinkering. You must have tinker’s tools or other artisan’s tools
    STRENGTH                                                                            Guardian Power Plate                                                   21             in hand. You touch a Tiny nonmagical object as an action and give it one
                                                                                                                                                                              of the following magical properties of your choice:The object sheds
                                 PROFICIENCY BONUS                         +3                                                                                                 bright light in a 5-foot radius and dim light for an additional 5
       10
                                                                                       SHIELD                                                                                 feet.Whenever tapped by a creature, the object emits a recorded
                                                                                                                                                                  AC          message (no more than 6 seconds long) that can be heard up to 10 feet
                                                                                        Shield                                                                                away.The object continuously emits your choice of an odor or a
                                                                                        Integrated Protection (1)                                                             nonverbal sound. The chosen phenomenon is perceivable up to 10 feet
                                      N
                                   CIE C
                                                                                                                                                                              away.A static visual effect appears on one of the object’s surfaces.The
                                                    +0 Strength
                                           Y
                               PROFI
         +0                                                                                                                                                                   chosen property lasts indefinitely. As an action, you can touch the object
                                                                                                                                                                              and end the property early.You can bestow magic on up to 3 objects.
                                                    +1 Dexterity
                                                                                                                                                                              Infuse Item. Whenever you finish a long rest, you can touch a
                                       ✘            +5 Constitution                                                ARMOR CLASS                                                nonmagical object and imbue it with one of your artificer infusions,
    DEXTERITY                                                                                                                                                                 turning it into a magic item.Your infusion remains in an item indefinitely,
                                       ✘            +6 Intelligence                                                                                                           but when you die, the infusion vanishes after 3 days have passed.You
                                                                                       MAXIMUM                           HIT DICE                          TEMPORARY
       12
                                                                                                                                                                              can infuse up to 2 nonmagical objects at the end of a long rest.
                                                    +0 Wisdom                                                                                                                   Enhanced Defense. You can infuse a suit of armor or a shield into a +1
                                                                                            49                         4d8/2d6                                                armor or a +1 shield.
                                                    +2 Charisma                                                                                                                 Enhanced Weapon. You can infuse a simple or martial weapon into a
                                CONDITIONAL
                                                                                                                                                                              +1 weapon.
                                                                                                                                                                                Mind Sharpener. You can infuse a suit of armor or robes into a Mind
         +1                                                                                                                                                                   Sharpener.
                                                                                                                                                                                Bag of Holding. Using this infusion, you can replicate a Bag of Holding.
                                                                                                             CURRENT HIT POINTS                                               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 within 5 feet of
 CONSTITUTION                                                                                                          DEATH SAVING THROWS
                                                                                                                                                                              you. This creation requires 1 hour of uninterrupted work.
                                                      SAVING THROWS
       15                                                                              SPEED              FLY                     CLIMB                    SWIM               Power Armor (Action). You can turn a suit of heavy armor you are
                                      N
                                   CIE C
                                                                                                                                                                              wearing into power armor, provided you have smith’s tools in hand. You
                                                    +1 Acrobatics (Dex)                    20ft.                0ft.                     0ft.                 0ft.
                                           Y
                               PROFI
                                                                                                                                                                              gain the following benefits while wearing the power armor:It lacks the
                                               RT
                                       EXPE
                                                                                                                                                                              strength requirement for you.You can use it as a spellcasting focus for
                                                    +0 Animal Handling (Wis)           VISION                                     INSPIRATION              EXHAUSTION         your artificer spells.It attaches to you and can’t be removed against your
         +2                            ✘            +6 Arcana (Int)
                                                                                                                                                                              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 Athletics (Str)                  Resistances. Poison                                                                   Armor Model. The model includes a special weapon. When you attack
                                                                                                                                                                              with that weapon, you can use your Intelligence modifier, instead of
 INTELLIGENCE                                       +2 Deception (Cha)                                                                                                        Strength or Dexterity, for the attack and damage rolls.
                                                                                                                                                                                Guardian. You design your armor to be in the frontline of conflict.
       16                              ✘            +6 History (Int)
                                                    +0 Insight (Wis)
                                                                                                                                                                              Thunder Gauntlets. Your armored fists each count as a simple melee
                                                                                                                                                                              weapon, and each deals 1d8 thunder damage on a hit. A creature hit by
                                                                                                                                                                              the gauntlet has disadvantage on attack rolls against targets other than
                                                                                                                                                                              you until the start of your next turn, as the armor magically emits a
                                                    +2 Intimidation (Cha)                              SPEED, SENSES, & CONDITIONS                                            distracting pulse when the creature attacks someone else.
         +3                            ✘            +6 Investigation (Int)                                                                                                    Defensive Field (Bonus Action). You gain 3 temporary hp, replacing any
                                                                                       Constructed Resilience. You have advantage on saving                                   temporary hp you already have. You lose these temporary hp if you doff
                                                    +0 Medicine (Wis)                                                                                                         the armor.
                                                                                       throws against being poisoned, and you have resistance
     WISDOM                            ✘            +6 Nature (Int)                    to poison damage.You don’t need to eat, drink, or                                      Arcane Recovery. Once per day when you finish a short rest, you can
                                                                                       breathe.You are immune to disease.You don’t need to                                    choose expended spell slots to recover. The spell slots can have a
       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
                                                                                                                                                                              combined level that is equal to or less than 1.
                                                                                                                                                                              Abjuration Savant. The gold and time you must spend to copy an
                                                                                                                                                                              abjuration spell into your spellbook is halved.
                                                    +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 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
                                                                                       it doesn’t render you unconscious, and you can see and                                 you finish a long rest. The ward has 7 hp. Whenever you take damage,
                                                    +1 Sleight of Hand (Dex)
                                                                                       hear as normal.                                                                        the ward takes the damage instead. If this damage reduces the ward to
                                                                                                                                                                              0 hp, you take any remaining damage.While the ward has 0 hp, it can’t
    CHARISMA                                        +1 Stealth (Dex)                   Integrated Protection. You can don only armor with                                     absorb damage, but its magic remains. Whenever you cast an abjuration
                                                                                                                                                                              spell of 1st level or higher, the ward regains a number of hp equal to
                                                                                       which you have proficiency. To don armor, you must
       14
                                                                                                                                                                              twice the level of the spell.
                                                    +0 Survival (Wis)                  incorporate it into your body over the course of 1 hour,
                                                            SKILLS                     during which you remain in contact with the armor. To                                  The Celestial. Your patron is a powerful being of the Upper Planes.
                                                                                       doff armor, you must spend 1 hour removing it. You can
                                                                                                                                                                              Bonus Cantrips. You gain the sacred flame and light cantrips.
                                                                                       rest while donning or doffing armor in this way.While
         +2                      13                     PASSIVE PERCEPTION             you live, your armor can’t be removed from your body                                   Healing Light. As a bonus action, you can use 2 d6s to heal an ally you
                                                                                       against your will.                                                                     can see within 60 feet. The maximum number of dice you can use at
                                                                                                                                                                              once is 2.
ADVANTAGE
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           Shield (Artificer Infusion +1 AC). (Artificer Infusion +1
[Shield (Artificer Infusion +1 AC)]              1 6    [Guardian Power Plate]                                            1    65           AC)
[Thunder Gauntlets ( ART Power Armor) (Enhanced Weapon
                                                 1 2 Infusion)]
                                                                                                                                            Guardian Power Plate. A conduit for your artificer magic
                                                                                                                                            designed to be in the frontline of conflict.
                                                                                                                                               • 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 5
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
As part of the action used to cast this spell, you must make a melee         You touch one object that is no larger than 10 feet in any dimension.       You create a lash of lightning energy that strikes at one creature of
attack with a weapon against one creature within the spell’s range,          Until the spell ends, the object sheds bright light in a 20-foot radius     your choice that you can see within range. The target must succeed
otherwise the spell fails. On a hit, the target suffers the attack’s         and dim light for an additional 20 feet. The light can be colored as        on a Strength saving throw or be pulled up to 10 feet in a straight line
normal effects, and green fire leaps from the target to a different          you like. Completely covering the object with something opaque              toward you and then take 1d8 lightning damage if it is within 5 feet
creature of your choice that you can see within 5 feet of it. The            blocks the light. The spell ends if you cast it again or dismiss it as an   of you.
second creature takes fire damage equal to your spellcasting ability         action.                                                                       This spell’s damage increases by 1d8 when you reach 5th level
modifier.                                                                      If you target an object held or worn by a hostile creature, that          (2d8), 11th level (3d8), and 17th level (4d8).
  This spell’s damage increases when you reach higher levels. At 5th         creature must succeed on a Dexterity saving throw to avoid the spell.
level, the melee attack deals an extra 1d8 fire damage to the target,
and the fire damage to the second creature increases to 1d8 + your
spellcasting ability modifier. Both damage rolls increase by 1d8 at
11th level and 17th level.
Pact Magic (Warlock) Sword Coast Adventurer’s Guide Bonus Cantrips (Warlock) Player’s Handbook Spellcasting (Wizard) Sword Coast Adventurer’s Guide
  CASTING TIME       1 bonus action                                            CASTING TIME       1 action                                                 CASTING TIME       1 action
      RANGE          Touch                                                         RANGE          10 feet                                                      RANGE          60 feet
    DURATION         1 minute                                                    DURATION         Up to 1 hour                                               DURATION         Instantaneous
  COMPONENTS         V, S                                                      COMPONENTS         V, S                                                     COMPONENTS         V, S
You touch one to three pebbles and imbue them with magic. You or             This spell is a minor magical trick that novice spellcasters use for        Flame-like radiance descends on a creature that you can see within
someone else can make a ranged spell attack with one of the pebbles          practice. You create one of the following magical effects within            range. The target must succeed on a Dexterity saving throw or take
by throwing it or hurling it with a sling. If thrown, it has a range of 60   range:                                                                      1d8 radiant damage. The target gains no benefit from cover for this
feet. If someone else attacks with the pebble, that attacker adds your          • You create an instantaneous, harmless sensory effect, such as a        saving throw. The spell’s damage increases by 1d8 when you reach
spellcasting ability modifier, not the attacker’s, to the attack roll. On    shower of sparks, a puff of wind, faint musical notes, or an odd odor.      5th level (2d8), 11th level (3d8), and 17th level (4d8).
a hit, the target takes bludgeoning damage equal to 1d6 + your                  • You instantaneously light or snuff out a candle, a torch, or a
spellcasting ability modifier. Hit or miss, the spell then ends on the       small campfire.
stone.                                                                          • You instantaneously clean or soil an object no larger than 1 cubic
  If you cast this spell again, the spell ends early on any pebbles still    foot.
affected by it.                                                                 • 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.
Spellcasting (Artificer)                 Xanathar’s Guide to Everything      Pact Magic (Warlock)                                 Player’s Handbook      Bonus Cantrips (Warlock)                            Player’s Handbook
                        Absorb Elements                                                                               Armor of Agathys                                                               Avoid Grievous Injury
                              1st-level abjuration                                                                           1st-level abjuration                                                         1st-level divination (combat)
  CASTING TIME         1 reaction, which you take when you take acid, cold, fire, lightning, or     CASTING TIME      1 action                                                        CASTING TIME        1 reaction, when you are struck by a critical hit
                       thunder damage
      RANGE            Self                                                                             RANGE         Self                                                               RANGE            Self
    DURATION           1 round                                                                        DURATION        1 hour                                                           DURATION           Instantaneous
  COMPONENTS           S                                                                            COMPONENTS        V, S, M (a cup of water)                                       COMPONENTS           V, S
The spell captures some of the incoming energy, lessening its effect                              A protective magical force surrounds you, manifesting as a spectral              You cast this spell when a foe strikes you with a critical hit but before
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             damage dice are rolled. The critical hit against you becomes a normal
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           hit.
the first time you hit with a melee attack on your next turn, the                                 have these hit points, the creature takes 5 cold damage.
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
ends.                                                                                             level or higher, both the temporary hit points and the cold damage
  At Higher Levels. When you cast this spell using a spell slot of 2nd                            increase by 5 for each slot above 1st.
level or higher, the extra damage increases by 1d6 for each slot level
above 1st.
Spellcasting (Wizard) Xanathar’s Guide to Everything Pact Magic (Warlock) Player’s Handbook Spellcasting (Wizard) Deep Magic: Combat Divination
  CASTING TIME         1 action                                                                     CASTING TIME      1 bonus action                                                  CASTING TIME        1 action
      RANGE            Touch                                                                            RANGE         Self                                                               RANGE            60 feet
    DURATION           Instantaneous                                                                  DURATION        Concentration, up to 10 minutes                                  DURATION           Concentration, up to 1 minute
  COMPONENTS           V, S                                                                         COMPONENTS        V, S                                                           COMPONENTS           V
A creature you touch regains a number of hit points equal to 1d8 +                                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,
your spellcasting ability modifier. This spell has no effect on undead                            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
or constructs.                                                                                    spell ends, you can take the Dash action.                                        cast is also outlined in light if it fails a Dexterity saving throw. For the
  At Higher Levels. When you cast this spell using a spell slot of 2nd                                                                                                             duration, objects and affected creatures shed dim light in a 10-foot
level or higher, the healing increases by 1d8 for each slot level above                                                                                                            radius.
1st.                                                                                                                                                                                  Any attack roll against an affected creature or object has advantage
                                                                                                                                                                                   if the attacker can see it, and the affected creature or object can’t
                                                                                                                                                                                   benefit from being invisible.
Prepared (Artificer) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Prepared (Artificer) Player’s Handbook
Freezing cold blasts from your fingertips in a 15-foot cone. Each                                 You cause a handful of gears to orbit the target’s body. These shield            You create a healing elixir in a simple vial that appears in your hand.
creature in that area must make a Constitution saving throw, taking                               the spell’s target from incoming atacks, granting a +2 bonus to AC               The elixir retains its potency for the duration or until it’s consumed,
2d8 cold damage on a failed save, or half as much damage on a                                     and to Dexterity and Constitution saving throws for the duration,                at which point the vial vanishes.
successful one.                                                                                   without hindering the subject’s movement, vision, or outgoing                      As an action, a creature can drink the elixir or administer it to
  The cold freezes nonmagical liquids in the area that aren't being                               atacks.                                                                          another creature. The drinker regains 2d4 + 2 hit points.
worn or carried.
  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.
Spellcasting (Wizard)                  Icewind Dale: Rime of the Frostmaiden                      Spellcasting (Wizard)                              Deep Magic: Clockwork         Spellcasting (Wizard)                                    UA: Starter Spells
                             Longstrider                                                                Magic Missile                                                           Magnify Gravity
                          1st-level transmutation                                                         1st-level evocation                                            1st-level transmutation (dunamancy)
You touch a creature. The target’s speed increases by 10 feet until          You create three glowing darts of magical force. Each dart hits a          The gravity in a 10-foot-radius sphere centered on a point you can
the spell ends.                                                              creature of your choice that you can see within range. A dart deals        see within range increases for a moment. Each creature in the sphere
  At Higher Levels. When you cast this spell using a spell slot of 2nd       1d4 + 1 force damage to its target. The darts all strike simultaneously,   on the turn when you cast the spell must make a Constitution saving
level or higher, you can target one additional creature for each slot        and you can direct them to hit one creature or several.                    throw. On a failed save, a creature takes 2d8 force damage, and its
level above 1st.                                                               At Higher Levels. When you cast this spell using a spell slot of 2nd     speed is halved until the end of the next turn. On a successful save, a
                                                                             level or higher, the spell creates one more dart for each slot level       creature takes half as much damage and suffers no reduction to its
                                                                             above 1st.                                                                 speed.
                                                                                                                                                          Until the start of your next turn, any object that isn’t being worn or
                                                                                                                                                        carried in the sphere requires a successful Strength check against
                                                                                                                                                        your spell save DC to pick up or move.
                                                                                                                                                          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.
Spellcasting (Wizard) Player’s Handbook Armorer Spells (Artificer) Player’s Handbook Spellcasting (Wizard) Explorer’s Guide to Wildemount
                                Sanctuary                                                                     Shield
                            1st-level abjuration                                                          1st-level abjuration
You ward a creature within range against attack. Until the spell ends,       Reaction trigger: You are hit by an attack or targeted by the magic
any creature who targets the warded creature with an attack or a             missile spell An invisible barrier of magical force appears and protects
harmful spell must first make a Wisdom saving throw. On a failed             you. Until the start of your next turn, you have a +5 bonus to AC,
save, the creature must choose a new target or lose the attack or            including against the triggering attack, and you take no damage from
spell. This spell doesn’t protect the warded creature from area              magic missile.
effects, such as the explosion of a fireball. If the warded creature
makes an attack, casts a spell that affects an enemy, or deals damage
to another creature, this spell ends.
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