Artificer, 15 Faceless
CLASS & LEVEL BACKGROUND PLAYER NAME
Human Var. LE
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
11 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
PERSONALITY TRAITS
Hit Point Maximum
Strength
DEXTERITY
Dexterity
16 ●
●
Constitution
Intelligence
CURRENT HIT POINTS IDEALS
Wisdom
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
16
Acrobatics (Dex) Total SUCCESSES Constantly lies about himself, to the
Animal Handling (Wis) point even he doesnt know whats
FAILURES
true
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE Athletics (Str)
20 Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
-Skill Expert: Medicine
-Gunner
Insight (Wis) -Skulker
Intimidation (Cha)
Can use Artisan's Tools for spellcasting
WISDOM ● Investigation (Int) focuses.
● Medicine (Wis)
12 Nature (Int)
Right Tool For the Job: Can Spend 1 hour
making a set of Artisan's Tools. They
Perception (Wis) disappear when you use this feature again.
Performance (Cha) Tool Expertise: Double proficiency for any
Persuasion (Cha) ability check made usins a tool you're
CHARISMA proficient in.
Religion (Int)
14 Sleight of Hand (Dex) Flash of Genius: When you or another
creature makes an ability check or saving
● Stealth (Dex) throw, you can add your intelligence to the
Survival (Wis) roll as a reaction. Can use a number of times
equal to your intelligence modifier, regaining
SKILLS ATTACKS & SPELLCASTING use on a long rest.
Spell Storing Item: When you finish a Long
PASSIVE WISDOM (PERCEPTION) Rest you can infuse a weapon or item that
CP
Half Plate you can use as a focus and store a spell of
Studded Leather 1st or 2nd level you know in it. Any creature
can cast it as an action using your ability
Alchemist's Supplies SP
Armor scores. The spell stays in the item until its
Poisoner's Kit use a number of times equal to 2x your Int or
Disguise Kit until you use this feature again.
Forgery Kit EP
Herbalism Kit Magic Item Savant: can attune to 5 items at
Leatherworker's Tools once and ignore any race class, spell, or
Tinker's Tools GP 5500 level requirements on attuning
Thieves' Tools
Weaver's Tools
Smith's Tools PP
Surgeon's Tools
Light Armor, Med Armor, Shields, Simple
Weapons
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
AC: 11+PB
Hp: 5x Artificier Level NAME
Speed: 30
Str: 16 Dex: 8 Composite Golem
Con: 15 Int: 8
Wis: 11 Cha: 6
Saves: Str Con(Add PB)
Skills: Athletics, Intimidation(2xPB)
Resistances: Lightning, Necrotic, Poison
Passive Perc: 10+PB
Actions:
Slam: +Spell mod to hit, deals 1d8+prof
Bludgeoning
Reactions:
Grounding Bolts: When Hit By Lightning
Damage, it gains temp hp equal to the amount
of damage. As Part of the same reaction, SYMBOL
another creature within 30 ft of the golem must
make a dex save against your DC. On a failure
it takes lightning damage equal to the Temp HP.
On a success, it takes 1/2 as much.
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
Infusions: 10 known, 5 Active
Reanimator -Enhanced Weapon: Weapon gains +2 bonus to attack and damage rolls
Modern Prometheus: During a Long rest -Enhanced armor: +2 to ac of Armor or Shield
you can use your surgeons tolls and -Homunculus Servant
appropriate parts to create a composite
-Spell-Refueling Ring: as an action can use the ring to restore a slot of 3rd level or
golem(Stats above). It Shares your initiative,
going immediately after you, and obeys your lower, once used cant be used again till next dawn.
verbal commands. If you dont issue any, it -Modular Mastery: Can add 2 additional Macabe Modules to your golem when you
takes the dodge action and moves to avoid finish a long rest until you use this infusion again.
danger. If you are incapacitates it can take -Potion Injection Projector: Turn a crossbow into a long range potion dispenser, It can
any action of its choice. If you cast mending no longer be used as a weapon. Can use a bonus action to load a potion into the
on it it regains 2d6 hp and if it died within the crossbow, and an action to fire it. Unwilling Creatures can make a Dex Save against
last hour, you can use these tools to revive it your dc. On a successful hit the effects of the potion are applied to the creature.
if youre within 5 feet of it and expend a slot
Book of Scholastic Mysticism: When you use this Infusion choose a school of Magic. A
of 1st level or higher. It returns to life after a
minute with all its hp. If you die or create a creature attuned to this book can spend 10 minutes studying and add 2 spells of that
new golem, the golem dies. school to your spell list. They must be a level they can cast and don't count against
Macabre Modules: On a Long rest, can their known/prepared spells. These benefits last until the infusion ends or they study
choose 3 modules to add to your golem(5 if the book again.
infusion is active); -Magic Item Replication; Bag of Holding, Boots of Elvenkind, Belt of Hill Giant Strength
Enlivening Discharge: When you're within
60ft of the Golem, you can use an action to
empower it with energy. For 1 minute it gains
the following bonuses, once used you must ADDITIONAL FEATURES & TRAITS
finish a short rest before using it again;
-It gains resistance to budgeoning Slashing
and Piercing Macabe Modules:
-It regains hp equal to your hp at the start of Adamant Staples: Its attacks become magical and it becomes resistant to
each of its turns damage from critical hits.
-Its Slams deal an additional 1d10 Lightning Beastial Components: Its movement increases by 10 feet, it gainss advantage
dmg
Reanimate Dead: You know and always on Perception checks based on scent and gains darkvision out to 120ft.
have Animate Dead prepared and can cast it Electric Touch: The golem can cast shocking Grasp as an action using your
one per long rest without expending a spell spell modifier. When cast by the Golem this spell crits on a 19 or 20.
slot. When cast this way, the creature is Growth Hormone: The Golem's Size increases to Large and its HP increases
considered a construct and gains resistance
to lightning Dmg. Additionally 1 contruct at a by 2 per Artificer level
time made with this feature gains one of your Iron Knuckles: When the golem hits with a slam, the creature must make a str
macabe modules. dave equal to your dc. On a failure it falls prone or is pushed back 5 feet (your
Spark of Life: when you cast Artificer choice)
spells that heal or do lighing Damage, add
2d6 to the dmg or amount healed.
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
Shocking Grasp Revivify
Mending Call Lightning
Prestdigitation Animate Dead
Mage Hand
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 7
EPAR
SPELL NAME
ED
PR
Cure Wounds
Witch Bolt
4
Storm Sphere
SPELLS KNOWN
Summon Construct
2
Gentle Repose
Hold Person
5
Danse Macabre
9
Raise Dead
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.