Artificer: Armorer 8 L to the D
CLASS & LEVEL BACKGROUND PLAYER NAME
KenderSurpriseProtector
Autognome
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
30
14 ARMOR
CLASS
3 PROFICIENCY BONUS INITIATIVE SPEED
2 PERSONALITY TRAITS
Hit Point Maximum
Strength
DEXTERITY
Dexterity
85
12 ● 7 Constitution
CURRENT HIT POINTS IDEALS
● 8 Intelligence
1 Wisdom
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
18
Acrobatics (Dex) Total SUCCESSES
4 Animal Handling (Wis) FAILURES
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE Athletics (Str)
20 Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
● 8 History (Int)
5 ● 5 Insight (Wis)
Intimidation (Cha)
WISDOM ● 8 Investigation (Int)
Base:+1int +2 Const 4th: Int +2
8th Warcaster
Medicine (Wis)
15
Nature (Int)
● 5 Perception (Wis)
2
Performance (Cha)
Persuasion (Cha)
CHARISMA
Religion (Int)
11 Sleight of Hand (Dex)
Stealth (Dex)
0 Survival (Wis)
SKILLS ATTACKS & SPELLCASTING
PASSIVE WISDOM (PERCEPTION)
CP
Plate Armor Spiked
shields x2 (1d8 pierce)
SP
Common, Undercommon,
Gnomish, Dwarvish, Halfling,
Thieve's tools, tinker's tools, EP
cook's utensils, jeweler's tools,
forgery kit, Light armor, medium GP 500
armor, heavy armor, shields,
Simple weapons,
PP
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
Small but medium in armor. ARMORED CASING You are encased in a thin metal or
A glitch caused you to forget some other durable material. While you aren't wearing armor, your base Armor Class is
13 + your Dexterity modifier. Built for Success. You can add a d4 to one attack roll,
your original programming. You ability check, or saving throw you make, and you can do so after seeing the d20 roll but
don’t remember who made you before the effects of the roll are resolved. You can use this trait a number of times equal
or where you came from. to your proficiency bonus, and you regain all expended uses when you finish a long
rest.Healing Machine. If the Mending spell is cast on you, you can spend a Hit Die, roll
it, and regain a number of hit points equal to the roll plus your Constitution modifier
(minimum of 1 hit point). In addition, your creator designed you to benefit from several
spells that preserve life but that normally don't affect Constructs: Cure Wounds, Healing
Word, Mass Cure Wounds, Mass Healing Word, and Spare the Dying.Mechanical
Nature. You have resistance to poison damage and immunity to disease, and you have
advantage on saving throws against being paralyzed or poisoned. You don't need to
eat, drink, or breathe. Sentry's Rest. When you take a long rest, you spend at least 6
hours in an inactive, motionless state, instead of sleeping. In this state, you appear
inert, but you remain conscious.Specialized Design. You gain two tool proficiencies of
your choice. Knack for languages can learn languages faster than a normal character.
ADDITIONAL FEATURES & TRAITS
CHARACTER BACKSTORY TREASURE
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Booming Blade
Mending
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 7
EPAR
SPELL NAME
ED
PR
4
SPELLS KNOWN
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.