St. Rem
St. Rem
STEALTH DISADVANTAGE
                                                                                  ARMOR                                                                                Fey Touched (1/Long Rest). You can cast your chosen spells
    STRENGTH                                                                      Chain Mail (Powered: Guardian)                                          17           without expending a spell slot or using any spell slots you have of
                                                                                                                                                                       the appropriate level.
                            PROFICIENCY BONUS                         +3
        10
                                                                                  SHIELD
                                                                                                                                                             AC        Magical Tinkering. You must have tinker’s tools or other artisan’s
                                                                                                                                                                       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
                                 N
                              CIE C                                               Armor Infused: Enhanced Defense (+1 to AC)                                           object sheds bright light in a 5-foot radius and dim light for an
                                               +0 Strength
                                      Y
                          PROFI
        12
                                                                                                                                                                       early.You can bestow magic on up to 3 objects.
                                               -1 Wisdom
                                                                                       43                              5d8
                                               +1 Charisma
                                                                                                                                                                       Infuse Item. Whenever you finish a long rest, you can touch a
                                                                                                                                                                       nonmagical object and imbue it with one of your artificer
                                                                                                                     43
                           CONDITIONAL
                                                                                                                                                                       infusions, turning it into a magic item.Your infusion remains in an
         +1                                                                                                                                                            item 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.
                                                                                                        CURRENT HIT POINTS                                               Enhanced Arcane Focus. You can infuse a rod, staff, or wand into
 CONSTITUTION                                                                                                     DEATH SAVING THROWS                                  an enhanced arcane focus.
                                                 SAVING THROWS                                                                                                           Enhanced Defense. You can infuse a suit of armor or a shield into
                                                                                                                                                                       a +1 armor or a +1 shield.
        16                       N
                              CIE C
                                               +1 Acrobatics (Dex)
                                                                                  SPEED
                                                                                       30ft.
                                                                                                     FLY
                                                                                                           0ft.
                                                                                                                             CLIMB
                                                                                                                                    0ft.
                                                                                                                                                      SWIM
                                                                                                                                                         30ft.
                                                                                                                                                                         Mind Sharpener. You can infuse a suit of armor or robes into a
                                                                                                                                                                       Mind Sharpener.
                                      Y
                          PROFI
EXPE
                                               -1 Animal Handling (Wis)           VISION                                     INSPIRATION              EXHAUSTION       the ammunition property into a repeating weapon.
         +3                       ✘            +6 Arcana (Int)                                                                                                         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
                                               +0 Athletics (Str)                 Resistances: Acid                                                                    within 5 feet of you. This creation requires 1 hour of uninterrupted
                                                                                                                                                                       work.
  INTELLIGENCE                                 +1 Deception (Cha)
                                                                                                                                                                       Power Armor (Action). You can turn a suit of heavy armor you are
        16                                     +3 History (Int)                                                                                                        wearing into power armor, provided you have smith’s tools in
                                                                                                                                                                       hand. You gain the following benefits while wearing the power
                                               -1 Insight (Wis)                                                                                                        armor:It lacks the strength requirement for you.You can use it as a
                                                                                                                                                                       spellcasting focus for your artificer spells.It attaches to you and
                                               +1 Intimidation (Cha)                              SPEED, SENSES, & CONDITIONS                                          can’t be removed against your will. It also expands to cover your
         +3                       ✘            +6 Investigation (Int)
                                                                                                                                                                       entire body, and it replaces any missing limbs, functioning
                                                                                                                                                                       identically to a body part it is replacing.
                                               -1 Medicine (Wis)                  Acid Resistance. You have resistance to acid                                         Armor Model. The model includes a special weapon. When you
        WISDOM
                                                                                  damage.                                                                              attack with that weapon, you can use your Intelligence modifier,
                                               +3 Nature (Int)                                                                                                         instead of Strength or Dexterity, for the attack and damage rolls.
                                                                                                                                                                         Guardian. You design your armor to be in the frontline of
         9                                     -1 Perception (Wis)                Amphibious. You can breathe air and water.                                           conflict.
                                               +1 Performance (Cha)               Call to the Wave. You know the shape water                                           Extra Attack. You can attack twice whenever you take the Attack
                                               +1 Persuasion (Cha)                cantrip. You can cast the create or destroy water                                    action on your turn.
          -1                      ✘            +6 Religion (Int)
                                                                                  spell as a 2nd-level spell once with this trait. (1/LR)                              Thunder Gauntlets. Your armored fists each count as a simple
                                                                                  (Spellcasting: Constitution)                                                         melee weapon, and each deals 1d8 thunder damage on a hit. A
                                               +1 Sleight of Hand (Dex)                                                                                                creature hit by the gauntlet has disadvantage on attack rolls
                                                                                                                                                                       against targets other than you until the start of your next turn, as
    CHARISMA                                   +1 Stealth (Dex)                                                                                                        the armor magically emits a distracting pulse when the creature
                                                                                                                                                                       attacks someone else.
        13                        ✘            +2 Survival (Wis)
                                                       SKILLS
                                                                                                                                                                       Defensive Field (Bonus Action). You gain 5 temporary hp, replacing
                                                                                                                                                                       any temporary hp you already have. You lose these temporary hp
                                                                                                                                                                       if you doff the armor.
+1 9 PASSIVE PERCEPTION
ADVANTAGE
NAME
                                                                                                                                                                            SYMBOL
                CHARACTER PORTRAIT                                                           ALLIES & ORGANIZATIONS
                                                                       Stream was happy. Stream had everything he needed to be happy, fulfilled, and reasonably content of his life.
                                                                       Unfortunately, Stream just had to send all that away. Send it far, far away from him, to a place he might never manage to
                                                                       reach again. To a place that didn't even exist on this plane of reality.
I expect danger around every corner.
I spend money freely and live life to the fullest,                     Stream was a talented artificer- still learning, but definitely talented. In his genasi tribe, he was the direct apprentice of
knowing that tomorrow I might die.
                                                                       the lead artificer, Froth. He was destined for greatness in the field of magical crafting- was.
                                                                       Like many other scholars of science and magic before him, Stream had his own secret project he tinkered with, hoping
                                                                       to one day revolutionize the world. He called it his 'Dimensional Coiler' - a device that would create a minuscule fold in
                 PERSONALITY TRAITS                                    space across two points, enabling the wielder to reshape the entire definition of 'distance' as he saw fit- portals and
                                                                       teleportation would become the mere party tricks of wizards once this creation was brought to light!
I kill monsters to make the world a safer place and to                 Unfortunately, Stream was also rather infatuated with Jet, the daughter of Typhoon- the latter being the tribe's chief.
exorcise my own demons. (Good)                                         Benevolent towards his people, Typhoon had always tolerated Stream's presence towards his daughter, permitting the
                                                                       two to experiment with Stream's latest creations, in the name of 'science'- but everyone knew it was just the two having
                                                                       their fun.
                         IDEAL                                         And yet, when Stream's Dimensional Coiler malfunctioned, tearing open a rift that shut as fast as it opened, and the chief
                                                                       found no one in the room but Stream calling his daughter's name, Typhoon unleashed a flood of rage that honored his
                                                                       namesake once it was understood that Jet was to be lost somewhere in the ethereal plane.
A terrible guilt consumes me. I hope that I can find
redemption through my actions.
                                                                       Stream fled. He paused only to grab his penultimate creation before disappearing from the Genasi and their wrath, with
                                                                       nothing but a trace of regretful words for Jet, Typhoon, and Froth. For a while, he heard rumors that the genasi has been
                                                                       seen opening portals to another plane, and he knew what the bar patrons didn't, and he wished they would talk about
                         BOND
                                                                       something, anything else. And eventually, they did. Which meant that finally, the rest too, had given up hope on finding
                                                                       Jet- she was probably taken by one of the mysterious creations that roamed the plane.
I am a purveyor of doom and gloom who lives in a                       Stream continued to hide for the next year. Sometimes, he'd almost forget that the human face that stared back at him
world without hope.                                                    wasn't really his- just the product of what he'd slipped on his finger that dreaded day, the ring which he'd never taken
                                                                       off since. Sometimes, he'd look at it, and wonder why it didn't just drag him there too- they used similar magicks, after all.
                                                                       Maybe then, at least, he could know what happened. Maybe if he knew, he'd have peace of mind.
                         FLAW                                          Maybe then, he could stop endlessly throwing himself     at the world's
                                                                                                                            BACKGROUND         darkness, like if he punched it hard enough, it
                                                                                                                                           STORY
                                                                       would fade from the corners of his own mind.
                 Heart of Darkness
Those who look into your eyes can see that you have
faced unimaginable horror and that you are no
stranger to darkness. Though they might fear you,
commoners will extend you every courtesy and do
their utmost to help you. Unless you have shown
yourself to be a danger to them, they will even take
up arms to fight alongside you, should you find
yourself facing an enemy alone.
BACKGROUND FEATURE
Stream's Ring
                        TRINKET
                                                                                                                                       ADDITIONAL FEATURES
                                                         This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR                              #    lb     MAGIC ITEMS                                                    #    lb           Ring of Duplicity (requires attunement). Use time: 1
Calligrapher’s Supplies                        1   5      [Ring of Duplicity (requires attunement)]                      1    —            action
Thieves’ Tools                                 1   1
Explorer’s Pack                                1   10                                                                                      This ring, Stream's masterpiece, created immediately
Smith’s Tools                                  1   8                                                                                       prior to his self-exile, allows the bearer to alter their
[Chain Mail]                                   1   55                                                                                      appearance at will. Once cast, the ring's potent magic
Robes                                          1   4                                                                                       functions independently- it will remain in effect until the
                                                                                                                                           ring is removed, destroyed, annulled, or the bearer
                                                                                                                                           willingly ends the effect.
0 0 0 0 0
83 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                    5
1ST LEVEL Create or Destroy Water (Water Genasi) Dissonant Whispers (Fey Touched)
This spell is a minor magical trick that novice spellcasters use for           You choose an area of water that you can see within range and that                          You create a long, vine-like whip covered in thorns that lashes out at
practice. You create one of the following magical effects within               fits within a 5-foot cube. You manipulate it in one of the following                        your command toward a creature in range. Make a melee spell attack
range:                                                                         ways:                                                                                       against the target. If the attack hits, the creature takes 1d6 piercing
   • You create an instantaneous, harmless sensory effect, such as a              • You instantaneously move or otherwise change the flow of the                           damage, and if the creature is Large or smaller, you pull the creature
shower of sparks, a puff of wind, faint musical notes, or an odd odor.         water as you direct, up to 5 feet in any direction. This movement                           up to 10 feet closer to you. This spell’s damage increases by 1d6
   • You instantaneously light or snuff out a candle, a torch, or a            doesn’t have enough force to cause damage.                                                  when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
small campfire.                                                                   • You cause the water to form into simple shapes and animate at
   • You instantaneously clean or soil an object no larger than 1 cubic        your direction. This change lasts for 1 hour.
foot.                                                                             • You change the water’s color or opacity. The water must be
   • You chill, warm, or flavor up to 1 cubic foot of nonliving material       changed in the same way throughout. This change lasts for 1 hour.
for 1 hour.                                                                       • You freeze the water, provided that there are no creatures in it.
   • You make a color, a small mark, or a symbol appear on an object           The water unfreezes in 1 hour.
or a surface for 1 hour.
   • You create a nonmagical trinket or an illusory image that can fit         If you cast this spell multiple times, you can have no more than two
in your hand and that lasts until the end of your next turn.                   of its non-instantaneous effects active at a time, and you can dismiss
                                                                               such an effect as an action.
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) Player’s Handbook Call to the Wave (Water Genasi) Princes of the Apocalypse Spellcasting (Artificer) Player’s Handbook
You set an alarm against unwanted intrusion. Choose a door, a                  You either create or destroy water. Create Water. You create up to                          You whisper a discordant melody that only one creature of your
window, or an area within range that is no larger than a 20-foot cube.         10 gallons of clean water within range in an open container.                                choice within range can hear, wracking it with terrible pain. The
Until the spell ends, an alarm alerts you whenever a tiny or larger            Alternatively, the water falls as rain in a 30-foot cube within range,                      target must make a Wisdom saving throw. On a failed save, it takes
creature touches or enters the warded area. When you cast the spell,           extinguishing exposed flames in the area. Destroy Water. You destroy                        3d6 psychic damage and must immediately use its reaction , if
you can designate creatures that won’t set off the alarm. You also             up to 10 gallons of water in an open container within range.                                available, to move as far as its speed allows away from you. The
choose whether the alarm is mental or audible.                                 Alternatively, you destroy fog in a 30-foot cube within range.                              creature doesn’t move into obviously dangerous ground, such as a
  A mental alarm alerts you with a ping in your mind if you are within           At Higher Levels. When you cast this spell using a spell slot of 2nd                      fire or a pit. On a successful save, the target takes half as much
1 mile of the warded area. This ping awakens you if you are sleeping.          level or higher, you create or destroy 10 additional gallons of water,                      damage and doesn’t have to move away. A deafened creature
  An audible alarm produces the sound of a hand bell for 10 seconds            or the size of the cube increases by 5 feet, for each slot level above                      automatically succeeds on the save.
within 60 feet.                                                                1st.                                                                                           At Higher Levels. When you cast this spell using a spell slot of 2nd
                                                                                                                                                                           level or higher, the damage increases by 1d6 for each slot level above
                                                                                                                                                                           1st.
Prepared (Artificer) Player’s Handbook Call to the Wave (Water Genasi) Player’s Handbook Fey Touched Player’s Handbook
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                           Reaction trigger: You are hit by an attack or targeted by the magic
the spell ends.                                                                creature of your choice that you can see within range. A dart deals                         missile spell An invisible barrier of magical force appears and protects
  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,                    you. Until the start of your next turn, you have a +5 bonus to AC,
level or higher, you can target one additional creature for each slot          and you can direct them to hit one creature or several.                                     including against the triggering attack, and you take no damage from
level above 1st.                                                                 At Higher Levels. When you cast this spell using a spell slot of 2nd                      magic missile.
                                                                               level or higher, the spell creates one more dart for each slot level
                                                                               above 1st.
Prepared (Artificer)                                    Player’s Handbook      Armorer Spells (Artificer)                                        Player’s Handbook         Armorer Spells (Artificer)                          Player’s Handbook
                                    Blur                                                                  Enlarge/Reduce                                                                  Heat Metal
                               2nd-level illusion                                                         2nd-level transmutation                                                      2nd-level transmutation
Your body becomes blurred, shifting and wavering to all who can see            You cause a creature or an object you can see within range to grow            Choose a manufactured metal object, such as a metal weapon or a
you. For the duration, any creature has disadvantage on attack rolls           larger or smaller for the duration. Choose either a creature or an object     suit of heavy or medium metal armor, that you can see within range.
against you. An attacker is immune to this effect if it doesn’t rely on        that is neither worn nor carried. If the target is unwilling, it can make a   You cause the object to glow red-hot. Any creature in physical
sight, as with blindsight, or can see through illusions, as with               Constitution saving throw. On a success, the spell has no effect.             contact with the object takes 2d8 fire damage when you cast the
truesight.                                                                        If the target is a creature, everything it is wearing and carrying         spell. Until the spell ends, you can use a bonus action on each of your
                                                                               changes size with it. Any item dropped by an affected creature returns        subsequent turns to cause this damage again. If a creature is holding
                                                                               to normal size at once.                                                       or wearing the object and takes the damage from it, the creature
                                                                                  Enlarge. The target’s size doubles in all dimensions, and its weight is    must succeed on a Constitution saving throw or drop the object if it
                                                                               multiplied by eight. This growth increases its size by one category -         can. If it doesn’t drop the object, it has disadvantage on attack rolls
                                                                               from Medium to Large, for example. If there isn’t enough room for the         and ability checks until the start of your next turn.
                                                                               target to double its size, the creature or object attains the maximum           At Higher Levels. When you cast this spell using a spell slot of 3rd
                                                                               possible size in the space available. Until the spell ends, the target also   level or higher, the damage increases by 1d8 for each slot above 2nd.
                                                                               has advantage on Strength checks and Strength saving throws. The
                                                                               target’s weapons also grow to match its new size. While these weapons
                                                                               are enlarged, the target’s attack with them deal 1d4 extra damage.
                                                                                  Reduce. The target’s size is halved in all dimensions, and its weight is
                                                                               reduced to one-eighth of normal. This reduction decreases its size by
                                                                               one category - from Medium to Small, for example. Until the spell ends,
                                                                               the target also has disadvantage on Strength checks and Strength
                                                                               saving throws. The target’s weapons also shrink to match its new size.
                                                                               While these weapons are reduced, the target’s attacks with them deal
                                                                               1d4 less damage (this can’t reduce the damage below 1).
Prepared (Artificer) Player’s Handbook Prepared (Artificer) Player’s Handbook Prepared (Artificer) Player’s Handbook
   CASTING TIME        1 action                                                   CASTING TIME        1 bonus action                                           CASTING TIME         1 action
      RANGE            Self                                                          RANGE            Self                                                         RANGE            60 feet
    DURATION           1 minute                                                    DURATION           Instantaneous                                              DURATION           Instantaneous
  COMPONENTS           V, S                                                      COMPONENTS           V                                                        COMPONENTS           V, S, M (a chip of mica)
Three illusory duplicates of yourself appear in your space. Until the          Briefly surrounded by silvery mist, you teleport up to 30 feet to an          A sudden loud ringing noise, painfully intense, erupts from a point of
spell ends, the duplicates move with you and mimic your actions,               unoccupied space that you can see.                                            your choice within range. Each creature in a 10-foot-radius sphere
shifting position so it’s impossible to track which image is real. You                                                                                       centered on that point must make a Constitution saving throw. A
can use your action to dismiss the illusory duplicates. Each time a                                                                                          creature takes 3d8 thunder damage on a failed save, or half as much
creature targets you with an attack during the spell’s duration, roll a                                                                                      damage on a successful one. A creature made of inorganic material
d20 to determine whether the attack instead targets one of your                                                                                              such as stone, crystal, or metal has disadvantage on this saving
duplicates. If you have three duplicates, you must roll a 6 or higher to                                                                                     throw. A nonmagical object that isn’t being worn or carried also takes
change the attack’s target to a duplicate. With two duplicates, you                                                                                          the damage if it’s in the spell’s area.
must roll an 8 or higher. With one duplicate, you must roll an 11 or                                                                                           At Higher Levels. When you cast this spell using a spell slot of 3rd
higher. A duplicate’s AC equals 10 + your Dexterity modifier. If an                                                                                          level or higher, the damage increases by 1d8 for each slot level above
attack hits a duplicate, the duplicate is destroyed. A duplicate can be                                                                                      2nd.
destroyed only by an attack that hits it. It ignores all other damage
and effects. The spell ends when all three duplicates are destroyed. A
creature is unaffected by this spell if it can’t see, if it relies on senses
other than sight, such as blindsight, or if it can perceive illusions as
false, as with truesight.
Armorer Spells (Artificer)                             Player’s Handbook       Fey Touched                                            Player’s Handbook      Armorer Spells (Artificer)                             Player’s Handbook
  Ring of Duplicity (requires attunement)                                            Calligrapher’s Supplies                                                       Thieves’ Tools
                            Rings                                                                    Tools                                                                 Tools
This ring, adorned with the symbol of the Izzet guild, allows        Calligraphy treats writing as a delicate, beautiful art. Calligraphers   Perhaps the most common tools used by adventurers, thieves’
you to cast chaos bolt. A guild signet is sometimes awarded          produce text that is pleasing to the eye, using a style that is          tools are designed for picking locks and foiling traps.
to a guild member whose renown score in that guild is 5 or           difficult to forge. Their supplies also give them some ability to        Proficiency with the tools also grants you a general knowledge
higher, as a reward for performing special services for the          examine scripts and determine if they are legitimate, since a            of traps and locks.
                                                                     calligrapher’s training involves long hours of studying writing and        Components. Thieves’ tools include a small file, a set Of lock
guild. Aside from its magical properties, the ring is also an        attempting to replicate its style and design.
indicator of the guild's recognition and favor.                                                                                               picks, a small mirror mounted on a metal handle, a set of
                                                                       Components. Calligrapher’s supplies include ink, a dozen sheets        narrow—bladed scissors, and a pair of pliers.
  A signet has 3 charges, and it regains 1d3 expended                of parchment, and three quills.
charges daily at dawn. While wearing it, you can expend 1                                                                                       History. Your knowledge of traps grants you insight when
                                                                       Arcana. Although calligraphy is of little help in deciphering the      answering questions about locations that are renowned for
charge to cast the associated spell (save DC 13).                    content of magical writings, proficiency with these supplies can         their traps.
                                                                     aid in identifying who wrote a script of a magical nature.                 Investigation and Perception. You gain additional insight
                                                                       History. This tool proficiency can augment the benefit of
                                                                     successful checks made to analyze or investigate ancient writings,       when looking for traps, because you have learned a variety of
                                                                     scrolls, or other texts, including runes etched in stone or              common signs that betray their presence.
                                                                     messages in frescoes or other displays.                                    Set a Trap. Just as you can disable traps, you can also set
                                                                       Decipher Treasure Map. This tool proficiency grants you                them. As part of a short rest, you can create a trap using items
                                                                     expertise in examining maps. You can make an Intelligence check          you have on hand. The total of your check becomes the DC for
                                                                     to determine a map’s age, whether a map includes any hidden              someone else’s attempt to discover or disable the trap. The
                                                                     messages, or similar facts.                                              trap deals damage appropriate to the materials used in
                                                                       CALLIGRAPHER’S SUPPLIES                                                crafting it (such as poison or a weapon) or damage equal to
                                                                       Activity DC                                                            half the total of your check, whichever the DM deems
                                                                       Identify writer of nonmagical script 10                                appropriate.
                                                                       Determine writer's state of mind 15                                      THIEVES’ TOOLS
                                                                       Spot forged text 15                                                      Activity DC
                                                                       Forge a signature 20                                                     Pick a lock Varies
                                                                                                                                                Disable a trap Varies
Includes a backpack, a bedroll, a mess kit, a tinderbox, 10          Smith’s tools allow you to work metal, heating it to alter its           Made of interlocking metal rings, chain mail includes a
torches, 10 days of rations, and a waterskin. The pack also          shape, repair damage, or work raw ingots into useful items.              layer of quilted fabric worn underneath the mail to prevent
has 50 feet of hempen rope strapped to the side of it.                 Components. Smith’s tools include hammers, tongs,                      chafing and to cushion the impact of blows. The suit
                                                                     charcoal, rags, and a Whetstone.                                         includes gauntlets.
                                                                       Arcana and History. Your expertise lends you additional
                                                                     insight when examining metal objects, such as weapons.
                                                                       Investigation. You can spot clues and make deductions
                                                                     that others might overlook when an investigation involves
                                                                     armor, weapons, or other metalwork.
                                                                       Repair. With access to your tools and an open flame hot
                                                                     enough to make metal pliable, you can restore 10 hit points
                                                                     to a damaged metal object for each hour of work.
                                                                       SMITH’S TOOLS
                                                                       Activity DC
                                                                       Sharpen a dull blade 10
                                                                       Repair a suit of armor 15
                                                                       Sunder a nonmagical metal object 20
                          Robes
                      Adventuring Gear