Awergargarg
Awergargarg
STEALTH DISADVANTAGE
ARMOR Darkvision. You can see in dim light within 60 feet of you as if it
STRENGTH Unarmored (12) 15 were bright light, and in darkness as if it were dim light.
PROFICIENCY BONUS +3 Magical Tinkering. You must have thieves’ tools, tinker’s tools,
+0
SHIELD
AC or other artisan’s tools in hand. You then touch a Tiny
nonmagical object as an action and give it one of the following
N
magical properties of your choice:The object sheds bright light
CIE C
+2
chosen phenomenon is perceivable up to 10 feet away.A static
+2 Wisdom visual effect appears on one of the object’s surfaces. This effect
40 3d8/3d6 can be a picture, up to 25 words of text, lines and shapes, or a
+1 Charisma mixture of these elements, as you like.The chosen property
CONDITIONAL
lasts indefinitely. As an action, you can touch the object and
14 end the property early.You can give the magic of this feature to
3 objects, touching one object each time you use the feature,
and a single object can bear only one of the properties at a
CURRENT HIT POINTS time. If you try to exceed your maximum, the oldest property
CONSTITUTION DEATH SAVING THROWS immediately ends, and then the new property applies.
SAVING THROWS
RT
EXPE
Replicate Magic Item (Bag of Holding). Using this infusion,
+2 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION you replicate a Bag of holding.
15 ✘ +6 Arcana (Int) Darkvision Enhanced Wand. While holding this wand (requires
attunement), a creature gains a +1 bonus to spell attack rolls. In
addition, the creature ignores half cover when making a spell
+0 Athletics (Str) attack.
INTELLIGENCE ✘ +4 Deception (Cha) Enhanced Defense. A creature gains a +1 bonus to Armor
Class while wearing (armor) or wielding (shield) the infused
+2 Insight (Wis) Tool Expertise. Your proficiency bonus is doubled for any ability
check you make that uses your proficiency with a tool.
+1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
17 ✘ +6 Investigation (Int)
Tools of the Trade. If you craft a magic item in the potion
category, it takes you a quarter of the normal time, and it costs
Fey Ancestry. Advantage on saving throws against you half as much of the usual gold.
+2 Medicine (Wis)
WISDOM
being charmed, and magic can’t put you to sleep. Alchemical Homunculus. Whenever you finish a long rest and
+3 Nature (Int)
your alchemist’s supplies are with you, you can form this
+2 ✘ +5 Perception (Wis) Trance. Elves don’t need to sleep. Instead, they homunculus in an unoccupied space within 5 feet of you.The
meditate deeply, remaining semiconscious, for 4 homunculus is friendly to you and your companions, and it
✘ +4 Performance (Cha) hours a day. obeys your commands.In combat, the homunculus shares your
initiative count, but it takes its turn immediately after yours.
✘ +4 Persuasion (Cha) The only action it takes on its turn is the Dodge action, unless
14 +3 Religion (Int)
you take a bonus action on your turn to command it to take
one of the actions in its stat block or to take the Dash,
Disengage, or Help action.If the mending spell is cast on it, it
+2 Sleight of Hand (Dex) regains 2d6 hit points. If it has died within the last hour, you
CHARISMA +2 Stealth (Dex) can use your alchemist’s supplies as an action to revive it,
provided you are within 5 feet of it and you expend a spell slot
+1 +2 Survival (Wis) of 1st level or higher. The homunculus returns to life with all its
hit points restored.
SKILLS
Arcane Recovery. Once per day when you finish a short rest,
you can choose expended spell slots to recover. The spell slots
12 15 PASSIVE PERCEPTION can have a combined level that is equal to or less than 2.
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
Aramil estudou magia dos 20 aos 100 anos e fazia parte de uma importante e rica família de alto elfos, os Galanodel. Era
apaixonado por uma outra alta elfa chamada Andraste nailo, mas nunca conseguiu se confessar, por isso buscou uma
velha bruxa do pantano, que o prometeu uma forte magia do amor em troca de um cajado mágico protegido por sua
If you do me an injury, I will crush you, ruin your família, cego pela promessa da bruxa Aramil aceitou o trato. Quando entregou o cajado para a bruxa, ela o transformou
name, and salt your fields. em um Kenku, e lhe deu uma segunda personalidade, "Bubble”, um alquimista louco cuja alma foi criada artificialmente
My favor, once lost, is lost forever. pela bruxa. Após a troca a bruxa sumiu sem deixar vestígios deixando somente sua velha cabana para trás. Percebendo
o que acabará de acontecer, Aramil recusou-se a voltar para casa, pois sabia que seus pais o expulsariam e o
deserdariam, então decidiu forjar sua morte, e foi morar na cabana abandonada da bruxa. No começo tinha problemas
para controlar sua segunda personalidade, mas após um tempo descobriu uma forma de mantê-la adormecida e só
PERSONALITY TRAITS
acorda-la quando tomasse uma certa poção. Em um dos surtos, Bubbles ficou obcecado em completar o objetivo de
Aramil e preparou um forte poção do amor, ao ir confrontar Andraste, ela se assustou com Bubbles, o que fez com que
Power. If I can attain more power, no one will tell me ele tivesse um surto de raiva e a matasse, após isso Bubbles adormeceu novamente e Aramil se viu com o sangue de sua
what to do. (Evil) amada em suas mãos. Confuso e agitado, Aramil escondeu o corpo e fugiu de sua cidade natal. Para conseguir
sobreviver, Aramil trabalha ajudando guildas de aventureiros em suas missões.
IDEAL
BOND
Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception,
Sleight of Hand
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
Ferramenta de ladrão
Pacote de explorador
suprimentos de alquimista
0 5 0 200 0
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.
Alchemical Homunculus Alchemical Homunculus
MAXIMUM HIT DICE TEMPORARY Might of the Master. The following numbers increase by 1
18 when your proficiency bonus increases by 1: the
homunculus’s skill bonuses and the bonuses to hit and
damage of its Acidic Spittle.
4 15 11
+0 +0 -2
10 10 7
CREATURE STATISTICS TRAITS & ACTIONS
Intelligence +6 14 4
1ST LEVEL 4 SPELL SLOTS ● Purify Food and Drink (Always Prepared) ● Ray of Sickness (Always Prepared)
Absorb Elements Alarm Arcane Weapon
Catapult Cure Wounds Detect Magic
Disguise Self Expeditious Retreat Faerie Fire
False Life Feather Fall Grease
Identify Jump Longstrider
Sanctuary Snare
Intelligence +6 14 6
You hurl a mote of fire at a creature or object within range. Make a You touch one willing creature. Once before the spell ends, the target You drive a disorienting spike of psychic energy into the mind of one
ranged spell attack against the target. On a hit, the target takes 1d10 can roll a d4 and add the number rolled to one ability check of its creature you can see within range. The target must make an
fire damage. A flammable object hit by this spell ignites if it isn’t choice. It can roll the die before or after making the ability check. The Intelligence saving throw. Unless the saving throw is successful, the
being worn or carried. spell then ends. target takes 1d6 psychic damage, and the first time it makes a saving
This spell’s damage increases by 1d10 when you reach 5th level throw before the end of your next turn, it must roll a d4 and subtract
(2d10), 11th level (3d10), and 17th level (4d10). the number rolled from the save.
This spell’s damage increases by 1d6 when you reach certain levels:
5th level (2d6), 11th level (3d6), and 17th level (4d6).
Spellcasting (Artificer) Player’s Handbook Spellcasting (Artificer) Player’s Handbook Cantrip (High Elf) UA: Sorcerer and Warlock
You choose an area of water that you can see within range and that You create a momentary circle of spectral blades that sweep around You point at one creature you can see within range, and the sound of
fits within a 5-foot cube. You manipulate it in one of the following you. Each creature within range, other than you, must succeed on a a dolorous bell fills the air around it for a moment. The target must
ways. Dexterity saving throw or take 1d6 force damage. succeed on a Wisdom saving throw or take 1d8 necrotic damage. If
• You instantaneously move or otherwise change the flow of the This spell’s damage increases by 1d6 when you reach 5th level the target is missing any of its hit points, it instead takes 1d12
water as you direct, up to 5 feet in any direction. This movement (2d6), 11th level (3d6), and 17th level (4d6). necrotic damage.
doesn’t have enough force to cause damage. The spell’s damage increases by one die when you reach 5th level
• You cause the water to form into simple shapes and animate at (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
your direction. This change lasts for 1 hour.
• You change the water’s color or opacity. The water must be
changed in the same way throughout. This change lasts for 1 hour.
• You freeze the water, provided that there are no creatures in it.
The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two
of its non-instantaneous effects active at a time, and you can dismiss
such an effect as an action.
Spellcasting (Wizard) Xanathar’s Guide to Everything Spellcasting (Wizard) Sword Coast Adventurer’s Guide Spellcasting (Wizard) Xanathar’s Guide to Everything
You hurl a 4-inch-diameter sphere of energy at a creature that you Bolstering yourself with a necromantic facsimile of life, you gain 1d4 You extend your hand and touch a creature while muttering the
can see within range. You choose acid, cold, fire, lightning, poison, or + 4 temporary hit points for the duration. passing prayer of an executioner. The creature must make a Strength
thunder for the type of orb you create, and then make a ranged spell At Higher Levels. When you cast this spell using a spell slot of 2nd saving throw or become restrained by a pair of ethereal chains that
attack against the target. If the attack hits, the creature takes 3d8 level or higher, you gain 5 additional temporary hit points for each bind the target to the ground, and a large magical blade is summoned
damage of the type you choose. slot level above 1st. above their head.
At Higher Levels. When you cast this spell using a spell slot of 2nd As a bonus action on your turn, you are able to release the blade
level or higher, the damage increases by 1d8 for each slot level above down upon your target’s neck, dealing 2d8 magical slashing damage.
1st. For every round that you do not release the blade with your bonus
action after the initial cast, add 1d8 additional damage as a blade
ratchets another notch higher above the target.
The target may use their action to attempt a Strength saving throw
to break the chains at the start of each turn. This removes the
restrained condition and ends the spell without doing any damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the initial damage increases by 1d8 for each slot level
above 1st.
Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Grimlore’s Grimoire
Id Insinuation Injurious Spellbook Jim’s Magic Missile
1st-level enchantment 1st-level transmutation 1st-level evocation
You unleash a torrent of conflicting desires in the mind of one You transmute the two pages of your spellbook that contain the Any apprentice wizard can cast a boring old magic missile. Sure, it
creature you can see within range, impairing its ability to make scripture for this spell to detach from the book’s binding and develop always strikes its target. Yawn. Do away with the drudgery of your
decisions. The target must succeed on a Wisdom saving throw or be razor-sharp edges. Both pages fly out and slice a creature in range, grandfather’s magic with this improved version of the spell, as used
incapacitated. At the end of each of its turns, it takes 1d12 psychic before safely returning to your spellbook and rebinding to their by Jim Darkmagic!
damage, and it can then make another Wisdom saving throw. On a original location. Choose one creature within range or choose two You create three twisting, whistling, hypoallergenic, gluten-free
success, the spell ends on the target. creatures within range that are within 5 feet of each other. For each darts of magical force. Each dart targets a creature of your choice
page, a creature must make a Dexterity saving throw or take 2d8 that you can see within range. Make a ranged spell attack for each
slashing damage. missile. On a hit, a missile deals 2d4 force damage to its target.
At Higher Levels. When you cast this spell using a spell slot of 2nd If the attack roll scores a critical hit, the target of that missile takes
level or higher, the damage increases by 1d8 per page (2d8 total) for 5d4 force damage instead of you rolling damage twice for a critical
every two spell slots level above 1st. hit. If the attack roll for any missile is a 1, all missiles miss their
targets and blow up in your face, dealing 1 force damage per missile
to you.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the spell creates one more dart, and the royalty
component increases by 1 gp, for each slot level above 1st.
Spellcasting (Wizard) UA: Fighter, Rogue, and Wizard Spellcasting (Wizard) Grimlore’s Grimoire Spellcasting (Wizard) Acquisitions Incorporated
All nonmagical food and drink within a 5-foot-radius sphere centered A ray of sickening greenish energy lashes out toward a creature You channel the peculiarity of reptiles and gain the ability to shed
on a point of your choice within range is purified and rendered free within range. Make a ranged spell attack against the target. On a hit, your skin the same manner as a snake. If you cast this spell while
of poison and disease. the target takes 2d8 poison damage and must make a Constitution being grappled, the condition ends, and you can move up to 15 feet
saving throw. On a failed save, it is also poisoned until the end of away from your target without provoking attacks of opportunity.
your next turn.
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.
Alchemist Spells (Artificer) Player’s Handbook Alchemist Spells (Artificer) Player’s Handbook Spellcasting (Wizard) Grimlore’s Grimoire
Reaction trigger: You are hit by an attack or targeted by the magic You conjure a shallow, 30-foot-diameter pool of boiling oil centered You force an enemy to experience pangs of unrequited love and
missile spell An invisible barrier of magical force appears and protects on a point within range. The pool is difficult terrain, and any creature emotional distress. These feelings manifest with such intensity that
you. Until the start of your next turn, you have a +5 bonus to AC, entering the pool or beginning its turn in the pool takes 3d8 fire the creature suffers 5d6 psychic damage a failed Charisma saving, or
including against the triggering attack, and you take no damage from damage and falls prone. Creatures that make a successful Dexterity half damage on with a successful saving throw.
magic missile. saving throw take half damage and don’t fall prone. At Higher Levels. When you cast this spell using a spell slot of 3rd
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target an additional enemy for each slot level
level or higher, the damage increases by 1d8 for each slot level above above 2nd.
2nd. Ritual Focus. If you expend your ritual focus, the target is also
incapacitated for 1 round, if it fails the saving throw.
Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Deep Magic: Battle Magic Spellcasting (Wizard) Deep Magic: Elven High Magic
Darkvision Fey Ancestry Trance
Vision Racial Trait Racial Trait
Many creatures in the worlds of D&D, especially those that You have advantage on saving throws against being Elves don’t need to sleep. Instead, they meditate deeply,
dwell underground, have darkvision. Within a specified charmed, and magic can’t put you to sleep. remaining semiconscious, for 4 hours a day. (The Common
range, a creature with darkvision can see in darkness as if word for such meditation is “trance.”) While meditating,
the darkness were dim light, so areas of darkness are only you can dream after a fashion; such dreams are actually
lightly obscured as far as that creature is concerned. mental exercises that have become reflexive through years
However, the creature can’t discern color in darkness, only of practice. After resting in this way, you gain the same
shades of gray. benefit that a human does from 8 hours of sleep.
At 1st level, you learn how to invest a spark of magic in At 2nd level, you gain the ability to imbue mundane items with certain Using this infusion, you replicate a Bag of holding.
objects that would otherwise be mundane. To use this ability, magical infusions. The magic items you create with this feature are
you must have thieves’ tools, tinker’s tools, or other artisan’s effectively prototypes of permanent items.
INFUSIONS KNOWN
tools in hand. You then touch a Tiny nonmagical object as an When you gain this feature, pick two artificer infusions to learn,
action and give it one of the following magical properties of choosing from the “Artificer Infusions” section at the end of the class’s
your choice: description. You learn additional infusions of your choice when you
• The object sheds bright light in a 5-foot radius and dim reach certain levels in this class, as shown in the Infusions Known
light for an additional 5 feet. column of the Artificer table.
• Whenever tapped by a creature, the object emits a Whenever you gain a level in this class, you can replace one of the
recorded message that can be heard up to 10 feet away. You artificer infusions you learned with a new one.
INFUSING AN ITEM
utter the message when you bestow this property on the Whenever you finish a long rest, you can touch a nonmagical object
object, and the recording can be no more than 6 seconds and imbue it with one of your artificer infusions, turning it into a magic
long. item. An infusion works on only certain kinds of objects, as specified in
• The object continuously emits your choice of an odor or the infusion’s description. If the item requires attunement, you can
a nonverbal sound (wind, waves, chirping, or the like). The attune yourself to it the instant you infuse the item, or you can forgo
chosen phenomenon is perceivable up to 10 feet away. attunement so that someone else can attune to the item. If you decide
to attune to the item later, you must do so using the normal process
• A static visual effect appears on one of the object’s for attunement (see “Attunement” in the Dungeon Master’s Guide,
surfaces. This effect can be a picture, up to 25 words of text, page 136).
lines and shapes, or a mixture of these elements, as you like. Your infusion remains in an item indefinitely, but when you die, the
infusion vanishes after a number of days have passed equal to your
The chosen property lasts indefinitely. As an action, you can Intelligence modifier (minimum of 1 day). The infusion also vanishes if
touch the object and end the property early. you give up your knowledge of the infusion for another one.
You can give the magic of this feature to multiple objects, You can infuse more than one nonmagical object at the end of a
long rest; the maximum number of objects appears in the Infused
touching one object each time you use the feature, and a Items column of the Artificer table. You must touch each of the
single object can bear only one of the properties at a time. objects, and each of your infusions can be in only one object at a time.
The maximum number of objects you can affect with the If you try to exceed your maximum number of infusions, the oldest
feature at one time is equal to your Intelligence modifier infusion immediately ends, and then the new infusion applies.
(minimum of one object). If you try to exceed your maximum,
Artificer Unearthed Arcana: Artificer Revisited Artificer Unearthed Arcana: Artificer Revisited Infuse Item Unearthed Arcana: Artificer Revisited
Item: A wand (requires attunement) A creature gains a +1 bonus to Armor Class while wearing Starting at 3rd level, your proficiency bonus is doubled for
While holding this wand, a creature gains a +1 bonus to (armor) or wielding (shield) the infused item. any ability check you make that uses your proficiency with
spell attack rolls. In addition, the creature ignores half The bonus increases to +2 when you reach 12th level in a tool.
cover when making a spell attack. this class.
The bonus increases to +2 when you reach 12th level in
this class.
Infuse Item Unearthed Arcana: The Artificer Returns Infuse Item Unearthed Arcana: Artificer Revisited Artificer Unearthed Arcana: Artificer Revisited
Tools of the Trade Alchemical Homunculus Arcane Recovery
Archetype Feature Archetype Feature Class Feature
By the time you adopt this specialty at 3rd level, you’re At 3rd level, you learn ancient methods for magically You have learned to regain some of your magical energy by
deeply familiar with employing its tools. creating a special homunculus that is formed by alchemical studying your spellbook. Once per day when you finish a
Proficiencies. You gain proficiency with alchemist’s substances. short rest, you can choose expended spell slots to recover.
supplies and the herbalism kit, assuming you don’t already Whenever you finish a long rest and your alchemist’s The spell slots can have a combined level that is equal to or
have them. You also gain alchemist’s supplies and an supplies are with you, you can form this homunculus in an less than half your wizard level (rounded up), and none of
herbalism kit for free—the result of tinkering you’ve done unoccupied space within 5 feet of you. If you already have the slots can be 6th level or higher.
as you’ve prepared for this specialization. a homunculus from this feature, the first one immediately For example, if you’re a 4th-level wizard, you can recover
Crafting. If you craft a magic item in the potion category, dies. up to two levels worth of spell slots. You can recover either
it takes you a quarter of the normal time, and it costs you The homunculus is friendly to you and your companions, a 2nd-level spell slot or two 1st-level spell slots.
half as much of the usual gold. and it obeys your commands. See this creature’s game
statistics in the Alchemical Homunculus stat block. You
determine the homunculus’s appearance, which includes
wings and bits of alchemical equipment. Some alchemists
prefer mechanical-looking birds, whereas others like
winged vials or miniature cauldrons.
In combat, the homunculus shares your initiative count,
but it takes its turn immediately after yours. The only
action it takes on its turn is the Dodge action, unless you
take a bonus action on your turn to command it to take one
of the actions in its stat block or to take the Dash,
Disengage, or Help action.
If the mending spell is cast on it, it regains 2d6 hit points.
If it has died within the last hour, you can use your
alchemist’s supplies as an action to revive it, provided you
are within 5 feet of it and you expend a spell slot of 1st
level or higher. The homunculus returns to life with all its
hit points restored.
Alchemist Unearthed Arcana: Artificer Revisited Alchemist Unearthed Arcana: Artificer Revisited Wizard Player’s Handbook
Bladesong
Archetype Feature
You can use this feature twice. You regain all expended
uses of it when you finish a short or long rest.