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5 Pages New File E7 Level 6

The document details a character sheet for a level 6 human artificer named Topi, who has a background as a soldier and is currently part of a scavenger group. It includes information on his abilities, skills, equipment, spells, and personal traits, showcasing his journey from a battlefield engineer to seeking redemption through crafting. Topi is haunted by his past, particularly the loss of his unit, and strives to build meaningful creations in the aftermath of war.

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0% found this document useful (0 votes)
3 views5 pages

5 Pages New File E7 Level 6

The document details a character sheet for a level 6 human artificer named Topi, who has a background as a soldier and is currently part of a scavenger group. It includes information on his abilities, skills, equipment, spells, and personal traits, showcasing his journey from a battlefield engineer to seeking redemption through crafting. Topi is haunted by his past, particularly the loss of his unit, and strives to build meaningful creations in the aftermath of war.

Uploaded by

DASH ϟ
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Artificer 6

CLASS & LEVEL PLAYER NAME


E7
Human Soldier (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

+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

14 DEFENSES HIT DICE DEATH SAVES

+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

=== TOOLS ===


+2 P +5 Athletics STR
Thieves’ tools, tinker’s tools, Cartographer’s
ABILITY SAVE DC
+0 Deception CHA Tools
+3 History INT
INTELLIGENCE === LANGUAGES ===
+0 Insight WIS Common, Dwarvish, Goblin
16 P +3 Intimidation CHA 30 ft. (Walking)
=== TRTFTJ ===
P +6 Investigation INT You can create a tool of your choice after one
+3 +0 Medicine WIS SPEED hour of work using any tools.
+3 Nature INT PROFICIENCIES & TRAINING

WISDOM P +3 Perception WIS


+0 Performance CHA === ACTIONS === === SPECIAL ===
10 +0 Persuasion CHA
Standard Actions
Attack, Magic, Dash, Disengage, Dodge, Help,
Infuse Item • 2 / Other
Whenever you finish a long rest, you can touch up
+3 Religion INT Hide, Ready, Search, Utilize, Opportunity Attack, to 2 nonmagical objects, imbuing each of them with
+0 Grapple, Shove, Improvise, Two-Weapon Fighting, one of your artificer infusions, turning it into a magic
+2 Sleight of Hand DEX Interact with an Object, Study, Influence item. You can attune yourself to the item the instant
you infuse it, or you can forgo attunement so that
+2 Stealth DEX someone else can attune to the item.
Magical Tinkering • 3 / Other
CHARISMA +0 Survival WIS Imbue a Tiny nonmagical object with a magical
property of your choice: 5ft. radius light, up to 6 Your infusion remains in an item indefinitely, but when
10 second long recorded message, emits odor or
nonverbal sound, static visual effect including up to 25
you die, the infusion vanishes after 3 days. The
infusion also vanishes if you give up your knowledge
words of text. You can affect a maximum of 3 objects of the infusion or you exceed your maximum number
at a time. of infusions.
+0

SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES


13 PASSIVE PERCEPTION
Unarmed Strike +5 3 Bludgeoning

Spear +5, +6 1d6+2 Piercing 1d8+2 with both hands, 1d6+3 when thrown
10 PASSIVE INSIGHT

Shortbow +5 1d6+2 Piercing

16 PASSIVE INVESTIGATION

Darkvision 60 ft.

-Goggles of Night Create Bonfire +6 1d8 Fire make a fire field 5*5 ft.

SENSES WEAPON ATTACKS & CANTRIPS

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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

* Infuse Item * TCoE 12 * Tool Proficiency * TCoE 13


Whenever you finish a long rest, you can touch up to 6 You gain proficiency with smith’s tools. If you already
nonmagical objects, imbuing each of them with one of have proficiency, you gain proficiency with one other
your artificer infusions, turning it into a magic item. You artisan’s tools of your choice.
can attune yourself to the item the instant you infuse it, You always have certain spells prepared after you
or you can forgo attunement so that someone else can reach particular levels in this class, as shown in the
attune to the item. Battle Smith Spells table.

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.

| 6 / Other | Special * Steel Defender * TCoE 13


You have a magical Steel Defender that obeys your
* Artificer Infusions * TCoE 12
You have invented numerous magical infusions that

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Spellbook 1 3 lb. Shortbow 1 2 lb.

Backpack 1 5 lb. Quiver 1 1 lb.

SP 0 Oil 10 10 lb. Silver Arrows 18 --

Parchment 4 -- Rations 13 26 lb.


EP 0 Book 1 -- Breastplate (wearing it) 1 --

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.

Robe 1 4 lb. Cartographer’s Tool 1 1 lb.


WEIGHT CARRIED
Dagger 4 4 lb. Thieves’ tools 1 1 lb.
70 lb.
ENCUMBERED ATTUNED MAGIC ITEMS QTY WEIGHT

150 lb. Goggles of Night | Replicate Magic Item 1 --

PUSH/DRAG/LIFT Spear | Returning Weapon 1 3 lb.

300 lb. Tinderbox 1 1 lb.

EQUIPMENT

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Artificer 6
CLASS & LEVEL PLAYER NAME
E7
Human Soldier
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

=== HUMAN SPECIES TRAITS === === FEATS ===

* Size • PHB-2024 194 * Ability Score Improvement • PHB-2024 202


Your Size is Medium or Small, chosen when you select
this species. * Savage Attacker • PHB-2024 201
Once per turn when you hit a target with a weapon,
* Speed • PHB-2024 194 you can roll the weapon’s damage dice twice and use
Your Speed is 30 ft. either roll against the target.

* Resourceful • PHB-2024 194 * Soldier Ability Score Improvements • PHB-2024 185


You gain Heroic Inspiration whenever you finish a
Long Rest. | Increase two scores (+2 / +1) •

* Skillful • PHB-2024 193


You gain proficiency in one skill of your choice.

* Versatile • PHB-2024 194


You gain an Origin feat of your choice.

* 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 FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

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

=== Allies ===


"Every problem has a
Formerly served in The Seventh Iron battalion
under Breland's military solution. Sometimes, that
solution needs a hammer."
Currently part of a scavenger group in Salvation –
unofficial, but becoming his new "unit" PERSONALITY TRAITS

“A broken thing can be fixed. A broken


man must choose to fix himself.”

IDEALS

Haunted by the deaths of his unit at Krath. He builds to


atone.Keeps a dog tag from his fallen captain, wrapped
around the hilt of his tool-weapon.Deeply loyal to his new
A broad-shouldered human with calloused companions, even if he doesn't show it openly.

hands and a constant scent of smoke and BONDS


metal. His armor looks like it’s patched together
from at least five different wars. A set of
goggles rests permanently on his forehead, and Blames himself for things beyond his control.Hesitates
when dealing with unstable magical energy—paralyzed by
his fingers are always twitching—either fixing the fear of repeating his mistake.Overworks to avoid
something or thinking about how. confronting his emotions.

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

He was once a battlefield engineer in Breland’s


army, praised for keeping machines running under
fire. But one invention failed—spectacularly—
killing most of his unit and staining his name.
Exiled from the military, he wandered through
black markets and forges until he found himself in
Salvation.

Here, in the wreckage of wars long gone, he tries


to build something that matters. Not for profit, but
for redemption. Every gear he turns is a step
toward forgiveness.

CHARACTER BACKSTORY ADDITIONAL NOTES

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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

=== 1st LEVEL ===

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.

=== 2nd LEVEL ===


O Branding Smite +6 1BA Self V 1 minute Next weapon hit deals 2d6 radiant damage and reveals target.

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.

=== INFUSIONS ===


O Returning Weapon Bonded with the Spear Your thrown weapon magically returns to your hand after being thrown.

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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