Armorer Artificier 8 Guild Artisan Rigels
CLASS & LEVEL BACKGROUND PLAYER NAME
Maxwell
Autognome
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH I believe that anything worth
6
17+2
ARMOR
CLASS
+4 30ft doing is worth doing right. I can't
help itI'm a perfectionist.
+3 PROFICIENCY BONUS INITIATIVE SPEED
-2 PERSONALITY TRAITS
Hit Point Maximum 67
-2 Strength
DEXTERITY
Aspiration. I work hard to be the
18 ●
+4
+6
Dexterity
Constitution
67 best there is at my craft.
CURRENT HIT POINTS IDEALS
● +8 Intelligence
+4 0 Wisdom
-1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
16
+4 Acrobatics (Dex) Total SUCCESSES I'll do anything to get my hands
+3 Animal Handling (Wis) on something rare or priceless.
0
d8 FAILURES
+5 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE _2 Athletics (Str)
20 _1
+5
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Armored Casing: Unarmored AC 13 + your
Lightning Launcher +8 1d6+int Dexterity modifier.
+5 ● +3 Insight (Wis)
_1 Intimidation (Cha) Light Crossbow +7 1d8+dex Built for Success. You can add a d4 to one
attack roll, ability check, or saving throw you
WISDOM ● +8 Investigation (Int) make, and you can do so after seeing the
0 Medicine (Wis) d20 roll but before the effects of the roll are
11 +5 Nature (Int) Shield: +2 AC
resolved. uses = prof.
● +3 Perception (Wis)
Lightning Launcher: A gemlike node Healing Machine: Mending heals me = hit die
0 appears on one of your armored fists or + cost.
-1 Performance (Cha) on the chest (your choice). It counts as Can be affected by cure wounds, healing
● +2 Persuasion (Cha) a simple ranged weapon, with a normal word, mass cure wounds, mass healing
CHARISMA word, and spare the dying.
range of 90 feet and a long range of 300
+5 Religion (Int)
feet, and it deals 1d6 lightning damage
8 +4 Sleight of Hand (Dex) on a hit. Once on each of your turns Mechanical Nature: Poison res. disease
immun. , adv. to s.th. of paralyzed or
+4 Stealth (Dex) when you hit a creature with it, you can poisoned. You don't eat, drink, or breathe.
-1 deal an extra 1d6 lightning damage to
0 Survival (Wis)
that target. Sentry's Rest: Long rest 6 hours in an
SKILLS ATTACKS & SPELLCASTING inactive, motionless state, instead of
sleeping. In this state, you appear inert, but
you remain conscious.
11 PASSIVE WISDOM (PERCEPTION)
Smith's Tools Armor Models: shum e gjat
CP
Tinkerer's Tools The Right Tool for the Job: with thieves' tools
or artisan's tools you create one set of
100x darts artisan's tools requires 1 hour.
Lang.: Common, Gnomish, SP
Hat
Dwarvish Extra Attack
EP Expertise with Tools
Tools: Smiths, Tinkers,
Jewlers, Thieves, Flash of Genius: When you or another
Woodcarvers, Leatherworker GP 35 creature you can see within 30 feet of you
makes an ability check or a saving throw,use
Armor: Light, Medium, Shields reaction to add your inr to the roll.
PP You can use this =int. Long rest.
Weapons: Simple, Firearms
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS
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284 1m 35kg
AGE HEIGHT WEIGHT
Maxwell
Bright Yellow Metallic Bronze None
CHARACTER NAME EYES SKIN HAIR
Repulsion Shield: +1AC 4 charges
use a reaction after being hit by melee NAME
attack to expend 1 charge push the
attacker 15 feet away regain 1d4
expended charges daily
Mind Sharpener: 4 charges. When
the wearer fails a Constitution saving
throw to maintain concentration use
reaction to succeed instead. The item
regains 1d4 expended charges daily
at dawn.
Radiant weapon
Enhanced defence SYMBOL
Spell-Refueling Ring
Boots of the Winding Path
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
Doesn't know how to act with people. Can be unintentionally rude.
A gnomish automation that
used to work at a facility that Highly attatched to a hat he found in the woods. His first ever
discovered a new mysterious possession. He also found his equipment from one of the victims
material. During of the explosion.
experimentation, a reaction
occured making a giant
explosion leaving pieces of
this material stuck in the
autognomes body, acting as
source of powers and
thoughts, making him
concious. Gnomes hearing
about this happening, try to
capture Maxwell to perform
more experiments and extract ADDITIONAL FEATURES & TRAITS
this material. During his
escape he meets with a
wanderer armed with a
firearm.
CHARACTER BACKSTORY TREASURE
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Artificier Int 16 +8
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Magical Tinkering
Mending
Firebolt - 2d10 120ft.
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
Magic Missile
Feather Fall
4
Sanctuary
Faerie Fire: 20ft cube, dex s.th. adv to atk cant invis. conc.
SPELLS KNOWN
Catapult: dex s.th. 3d8 dmg 90ft.
Cure Wounds: 1d8+int heal
2 3
Mirror Image
Magic Weapon: +1 atk roll +1 dmg roll conc.
Enlarge/Reduce: adv te str. +1d4 dmg ose e kunderta
5
Heat Metal: 2d8 dmg Cost. s.th. disv. to d20 rolls
Vortex Warp: cost. s.th. teleport 90ft.
9
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.