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St. Rem

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0% found this document useful (0 votes)
19 views7 pages

St. Rem

Uploaded by

luc coby
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Level 5 Water Genasi Artificer, Armorer 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


St. Rem
Haunted One Chaotic Good Lucas
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

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

additional 5 feet.Whenever tapped by a creature, the object emits


+0 a recorded message (no more than 6 seconds long) that can be
+1 Dexterity heard up to 10 feet away.The object continuously emits your
choice of an odor or a nonverbal sound. The chosen phenomenon
✘ +6 Constitution ARMOR CLASS is perceivable up to 10 feet away.A static visual effect appears on
DEXTERITY one of the object’s surfaces.The chosen property lasts indefinitely.
✘ +6 Intelligence As an action, you can touch the object and end the property
MAXIMUM HIT DICE TEMPORARY

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

Repeating Shot. You can infuse a simple or martial weapon with


RT

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

INITIATIVE +1 2 Attacks / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Thunder Gauntlets 5 ft +3 1d8+3 thunder
Fists
FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Shields, Heavy Armor

Weapon Proficiencies. Simple Weapons

Tool Proficiencies. Smith’s tools, Calligrapher's


supplies, Thieves’ tools, Tinker’s tools

Languages. Common, Primordial, Celestial,


Draconic

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 22 5'10" 150 lb.
GENDER AGE HEIGHT WEIGHT
St. Rem Blue Fair Black
CHARACTER NAME EYES SKIN HAIR

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.

Half-real, half-illusion, the new appearance must remain


within the creature's size class and bodily type (e.g.
humanoid, arachnid, feline). It is capable of altering any
bodily features, such as their shape, color, or texture.
It can also create new features or hide existing ones, but
these features will be nothing more than an elaborate
illusion- for instance, "removed" limbs will still be
present, albeit invisible.

The illusion is elaborate enough that only creatures with


extraordinary perceptiveness, or those that have been
given reason to investigate further, could potentially
ATTUNED MAGIC ITEMS 1 / 3
discern the presence of an illusion.
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb The ring will react to the Detect Magic spell. Further
investigation will reveal this item as belonging to the
Illusion school of magic.

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

83 lb / 150 lb 300 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Intelligence +6 14 5

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Artificer, Armorer

CANTRIPS Prestidigitation Thorn Whip

1ST LEVEL 4 SPELL SLOTS ● Alarm ● Longstrider


● Magic Missile (Always Prepared) ● Shield (Always Prepared) Absorb Elements
Catapult Cure Wounds Detect Magic
Disguise Self Expeditious Retreat Faerie Fire
False Life Feather Fall Grease
Identify Jump Purify Food and Drink
Sanctuary Snare

2ND LEVEL 2 SPELL SLOTS ● Blur ● Enlarge/Reduce


● Heat Metal ● Mirror Image (Always Prepared) ● Shatter (Always Prepared)
Aid Alter Self Arcane Lock
Continual Flame Darkvision Enhance Ability
Invisibility Lesser Restoration Levitate
Magic Mouth Magic Weapon Protection from Poison
Pyrotechnics Rope Trick See Invisibility
Skywrite Spider Climb Web

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Shape Water (Water Genasi)

1ST LEVEL Create or Destroy Water (Water Genasi) Dissonant Whispers (Fey Touched)

2ND LEVEL Misty Step (Fey Touched)


Prestidigitation Shape Water Thorn Whip
Transmutation Cantrip Transmutation Cantrip Transmutation Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 10 feet RANGE 30 feet RANGE 30 feet
DURATION Up to 1 hour DURATION Instantaneous or 1 hour (see below) DURATION Instantaneous
COMPONENTS V, S COMPONENTS S COMPONENTS V, S, M (the stem of a plant with thorns)

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

Alarm Create or Destroy Water Dissonant Whispers


1st-level abjuration (ritual) 1st-level transmutation 1st-level enchantment

CASTING TIME 1 minute CASTING TIME 1 action CASTING TIME 1 action


RANGE 30 feet RANGE 30 feet RANGE 60 feet
DURATION 8 hours DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S, M (a tiny bell and a piece of fine silver wire) COMPONENTS V, S, M (a drop of water if creating water or a few grains of sand if COMPONENTS V
destroying it)

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

Longstrider Magic Missile Shield


1st-level transmutation 1st-level evocation 1st-level abjuration

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 reaction


RANGE Touch RANGE 120 feet RANGE Self
DURATION 1 hour DURATION Instantaneous DURATION 1 round
COMPONENTS V, S, M (a pinch of dirt) COMPONENTS V, S COMPONENTS V, S

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

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Self RANGE 30 feet RANGE 60 feet
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute
COMPONENTS V COMPONENTS V, S, M (a pinch of powdered iron) COMPONENTS V, S, M (a piece of iron and a flame)

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

Mirror Image Misty Step Shatter


2nd-level illusion 2nd-level conjuration 2nd-level evocation

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

Guildmasters’ Guide to Ravnica 5 lbs. Player’s Handbook 1 lbs. Player’s Handbook

Explorer’s Pack Smith’s Tools Chain Mail


Equipment Packs Tools Armor

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

10 lbs. Player’s Handbook 8 lbs. Player’s Handbook 55 lb. Player’s Handbook

Robes
Adventuring Gear

4 lb. Player’s Handbook

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