5 Pages New File E7 Level 6
5 Pages New File E7 Level 6
+2 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +2 Dexterity
• +5 Constitution +2 16 51 51 --
14 • +6 Intelligence
CLASS
+0 Wisdom INITIATIVE HIT POINTS
+2
+0 Charisma
Total
6d8 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES
+2 SAVING THROWS
● HEROIC INSPIRATION
=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION +2 Acrobatics DEX
+3 PROFICIENCY BONUS === WEAPONS ===
15 P
+0
+6
Animal Handling WIS
Arcana INT
Simple Weapons
SKILLS ACTIONS
Spear +5, +6 1d6+2 Piercing 1d8+2 with both hands, 1d6+3 when thrown
10 PASSIVE INSIGHT
16 PASSIVE INVESTIGATION
Darkvision 60 ft.
-Goggles of Night Create Bonfire +6 1d8 Fire make a fire field 5*5 ft.
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Artificer 6
CLASS & LEVEL PLAYER NAME
E7
Human Soldier
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS
=== ARTIFICER FEATURES === rapidly create magic items. Each infusion tells you the commands. In combat, the steel defender shares your
type of item that can receive it and the resulting initiative count, but it takes its turn immediately after
* Hit Points * TCoE 10 powers. Some infusions specify a minimum artificer yours.
level, and unless an infusion’s description says It can move and use its reaction on its own, but the
* Proficiencies * TCoE 10 otherwise, you can’t use the same infusion more than only action it takes on its turn is the Dodge action.
once. If you expend your bonus action, you can command it
* Magical Tinkering * TCoE 11 to take an action from its stat block, or some other
Imbue a Tiny nonmagical object with a magical * Artificer Specialist * TCoE 13 action.
property of your choice: 5ft. radius light, up to 6 second The type of specialist are:
long recorded message, emits odor or nonverbal * Ability Score Improvement * TCoE 13
sound, static visual effect including up to 25 words of | Battle Smith
text. You can affect a maximum of 5 objects at a time. * Extra Attack * TCoE 20
* The Right Tool for the Job * TCoE 13 You can attack twice, rather than once, whenever you
| 5 / Other | 1 Action Magically create one set of artisan’s tools in a take the Attack action on your turn.
magically created one set of artisan’s tools in an
* Spellcasting * TCoE 11 unoccupied space within 5 feet of you. This creation | Special
You can cast prepared artificer spells using INT as requires 1 hour of uninterrupted work, which can
your spellcasting modifier (Spell DC 19, Spell Attack conclude with a short or long rest. Though the product * Tool Expertise * TCoE 13
+11) and prepared artificer spells as rituals if they have and the tools are nonmagical, and they vanish when Your proficiency bonus is doubled for any ability check
the ritual tag. You must have a spellcasting focus — you use this feature again. you make that uses your proficiency with a tool.
specifically thieves’ tools or some kind of artisan’s tool
— in hand when you cast any spell with this feature. | 1 Hour
Your infusion remains in an item indefinitely, but when * Battle Ready * TCoE 13
you die, the infusion vanishes after 5 days. The You gain proficiency with martial weapons and when
infusion also vanishes if you give up your knowledge of you attack with a magic weapon, you can use your INT
the infusion or you exceed your maximum number of modifier, rather than STR or Dexterity modifier, for the
infusions. attack and damage rolls.
Lamp 1 1 lb.
GP 181 Ink Pen 1 --
Ink 1 -- Dice 1 --
PP 0 Bedroll 1 7 lb. Tinker’s tools 1 1 lb.
EQUIPMENT
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Artificer 6
CLASS & LEVEL PLAYER NAME
E7
Human Soldier
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS
* Languages • PHB-2024 37
Your character knows at least three languages:
Common plus two languages you roll or choose from
the Standard Languages table. Knowledge of a
language means your character can communicate in it,
read it, and write it.
ADDITIONAL EQUIPMENT
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Male 32 Medium 180 74
GENDER AGE SIZE HEIGHT WEIGHT
TOPI Neutral Good Onata White, oil stain Dark green light brown
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR
IDEALS
FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
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INT 14 +6
Artificer
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
=== CANTRIPS ===
O Create Bonfire Dex 14 1A 60 ft./5 ft. Cube V, S 1 minute Summon magical fire; damages creatures in the area.
O Mage Hand -- 1A 30 ft V, S 1 minute Summon spectral hand to manipulate objects remotely.
O
O Snare robe 25 fts. Dex 14 1M Touch V, S, M 8 hours Set magical trap; restrains first creature that triggers.
O False Life -- 1A Self V, S 1 hour Gain 1d4 + 4 temporary hit points magically.
O Feather Fall -- 1A 60 ft V Until landing Slow falling speed; targets descend safely.
O Disguise Self -- 1A Self V, S 1 hour Change your appearance to look like someone else.
O Faerie Fire Dex 14 1A 60 ft./20 ft. Cube V,S 1 minute Outline creatures in light; grants advantage on attacks.
O Shield -- R self V,S 1 Round Add +5 AC until your next turn; blocks magic missile.
O Heroism -- 1A Touch V,S 1 minute Target gains temporary hit points and is immune to fear.
O Warding Bond 2 Silver rings -- 1A Touch V, S, M 1 Hour Create magical bond; target gains +1 AC and resistance; you take half damage.
O Web Dex 14 1A 60 ft./20 ft. Cube V, S 1 hour Create sticky web; restrains creatures failing Dexterity save.
O Alter Self -- 1A Self V,S 1 hour Change your appearance and gain minor physical abilities.
O Replicate Magic Item Made the Goggles Of Night Grants darkvision up to 60 feet while worn.
X Homunculus Servant You create a small magical construct that assists you and follows your commands.
X Repeating Shot Your ranged weapon magically reloads itself and grants a bonus to attack rolls.
O Replicate Magic Item Bag of Holding A magical bag that can hold much more than its size suggests.
X Eyes of Charming :P
SPELLS
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