Argen 2
Argen 2
STEALTH DISADVANTAGE
ARMOR Great Weapon Master. On your turn, when you score a critical hit with a melee weapon
STRENGTH Composite Plating (Warforged) (16) 16 or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a
bonus action.Before you make a melee attack with a heavy weapon that you are proficient
with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10
PROFICIENCY BONUS +4 to the attack’s damage.
16
SHIELD
AC War Caster. You have advantage on Constitution saving throws that you make to maintain
your concentration on a spell when you take damage.You can perform the somatic
components of spells even when you have weapons or a shield in one or both
N
CIE C
RESISTANT TO ALL LIGHTNING/THUNDER DAMAGE AND HAS hands.When a hostile creature’s movement provokes an opportunity attack from you, you
can use your reaction to cast a spell at the creature, rather than making an opportunity
+7 Strength ADVANTAGE ON STATUS SAVING THROWS
Y
PROFI
✘
+3
attack. The spell must have a casting time of 1 action and must target only that creature.
Fighting Style.
-1 Dexterity Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make
with a melee weapon that you are wielding with two hands, you can reroll the die and
✘ +6 Constitution ARMOR CLASS must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-
handed or versatile property for you to gain this benefit.
DEXTERITY
+5 Intelligence Second Wind (Bonus Action—1/Short Rest). You regain 1d10+5 hp.
MAXIMUM HIT DICE TEMPORARY
8 -1 Wisdom
+0 Charisma
110 5d10/5d8
Action Surge (1/Short Rest). On your turn, you can take one additional action on top of
your regular action.
Extra Attack. You can attack twice, instead of once, whenever you take the Attack action
on your turn
CONDITIONAL
-1 Rune Magic (2/Long Rest). You learn how to inscribe runes on weapons, armor, or shields.
An object can bear only one of your runes.
Ise (Frost Rune) (1/Short Rest). You have advantage on Animal Handling checks and
Intimidation checks. In addition, you can invoke the rune as a bonus action to increase
CURRENT HIT POINTS your Strength score by 2 for 10 minutes. This increase can cause your score to exceed 20,
but not 30.
CONSTITUTION DEATH SAVING THROWS Ild (Fire Rune) (1/Short Rest). Your proficiency bonus is doubled for any ability check you
SAVING THROWS make that uses your proficiency with a tool. In addition, when you hit a creature with a
weapon attack, you can invoke the rune to summon fiery shackles: the target must
14
succeed on a DC 17 Strength saving throw or be restrained for 1 minute. While restrained
SPEED FLY CLIMB SWIM by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The
N
CIE C target can repeat the saving throw at the end of each of its turns, banishing the shackles
-1 Acrobatics (Dex) 30ft. 0ft. 0ft. 0ft.
Y
PROFI
on a success.
RT
EXPE
-1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION Giant Might (Bonus Action—2/Long Rest). You magically gain the following benefits,
+2
which last for 1 minute: If you are smaller than Large, you become Large, along with
anything you are wearing. If you lack the room to become Large, your size doesn’t change.
✘ +9 Arcana (Int) You have advantage on Strength checks and Strength saving throws. Your weapon attacks
deal an extra 1d6 damage.
+3 Athletics (Str) Resistances. Poison Magical Tinkering. You must have tinker’s tools or other artisan’s tools in hand. You touch
a Tiny nonmagical object as an action and give it one of the following magical properties of
INTELLIGENCE +0 Deception (Cha) your choice:The object sheds bright light in a 5-foot radius and dim light for an additional 5
feet.Whenever tapped by a creature, the object emits a recorded message (no more than
20
6 seconds long) that can be heard up to 10 feet away.The object continuously emits your
+5 History (Int) choice of an odor or a nonverbal sound. The chosen phenomenon is perceivable up to 10
feet away.A static visual effect appears on one of the object’s surfaces.The chosen
-1 Insight (Wis) property lasts indefinitely. As an action, you can touch the object and end the property
early.You can bestow magic on up to 5 objects.
✘ +4 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Infuse Item. Whenever you finish a long rest, you can touch a nonmagical object and
+5 +5 Investigation (Int)
imbue it with one of your artificer infusions, turning it into a magic item.Your infusion
remains in an item indefinitely, but when you die, the infusion vanishes after 5 days have
passed.You can infuse up to 2 nonmagical objects at the end of a long rest.
Arcane Cord. While holding this item, a creature can telepathically command the cord to
✘ +3 Medicine (Wis)
Warforged Resilience. You have advantage on saving throws move as its wielder desires. As an action, the cord’s wielder can have the cord tie itself to
against being poisoned, and you have resistance to poison a creature or object that it can reach. If the target is a creature, it can make a Dexterity
WISDOM +5 Nature (Int) damage.You are immune to disease.You don’t need to eat, saving throw to avoid the cord, becoming tied by it on a failed save.
Enhanced Weapon. You can infuse a simple or martial weapon into a +1 weapon.
drink, or breathe.You don’t need to sleep and don’t suffer the Enhanced Defense. You can infuse a suit of armor or a shield into a +1 armor or a +1
8 -1 Perception (Wis) effects of exhaustion due to lack of rest, and magic can’t put shield.
Enhanced Arcane Focus. You can infuse a rod, staff, or wand into an enhanced arcane
you to sleep. focus.
+0 Performance (Cha)
The Right Tool for the Job. With tinker’s tools in hand, you can magically create one set of
Sentry’s Rest. When you take a long rest, you must spend at artisan’s tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of
+0 Persuasion (Cha) least six hours in an inactive, motionless state, rather than
-1
uninterrupted work.
sleeping. In this state, you appear inert, but it doesn’t render
+5 Religion (Int) you unconscious, and you can see and hear as normal.
Eldritch Cannon (Action). You can magically create an eldritch cannon in an unoccupied
space on a horizontal surface within 5 feet of you.Once you create a cannon, you can’t do
so again until you finish a long rest or until you expend a spell slot of 1st level or higher.
-1 Sleight of Hand (Dex)
Integrated Protection. You can alter your body to enter Flamethrower (Eldritch Cannon). The cannon exhales fire in an adjacent 15-foot cone that
CHARISMA -1 Stealth (Dex) different defensive modes each time you finish a long rest you designate. Each creature in that area must make a Dexterity saving throw, taking 2d8
rest.Darkwood Core (14), Composite Plating (16), Heavy fire damage on a failed save or half as much damage on a successful one. The fire ignites
10
any flammable objects in the area that aren’t being worn or carried.
✘ +3 Survival (Wis) Plating (20)
Force Ballista (Eldritch Cannon). Make a ranged spell attack, originating from the cannon,
SKILLS at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage,
Iron Fists. When you make an unarmed strike, you can deal and if the target is a creature, it is pushed up to 5 feet away from the cannon.
1d4+3 bludgeoning damage.
Protector (Eldritch Cannon). The cannon emits a burst of positive energy that grants itself
+0 9 PASSIVE PERCEPTION
Powerful Build. You count as one size larger when
and each creature of your choice with in 10 feet of it 1d8+5 temporary hit points.
determining your carrying capacity and the weight you can Arcane Firearm. When you finish a long rest, you can use woodcarver’s tools to carve
special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm.When
push, drag, or lift. you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the
spell’s damage rolls equal to the number rolled.
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
Imagine a perfect world: one in which nature and civilization exist in harmony, adapted to each other; one in which life is
shaped to match its environment and the environment is shaped to match life. That’s the world you have been trying to
grow in the laboratories of the Simic Combine. Nature is all about adaptation, evolution, and balance- but for it to keep
up with the pace of advancing civil ization, nature needs some help from biomancers and ter raformers. If, along the
way, you happen to create super-soldiers and mutant monsters that can bolster the combine’s defenses against the
schemes and ambitions of the other guilds, so much the better.
PERSONALITY TRAITS
IDEAL
BOND
Researcher
When you attempt to learn or recall a magical or
scientific fact, if you don’t know that information,
you know where and from whom you can obtain it.
Usually, this in formation comes from a Simic
laboratory, or sometimes from an Izzet facility, a
library, a university, or an independent scholar or
other learned person or creature. Knowing where
the information can be found doesn’t automatically
enable you to learn it; you might need to offer
bribes, favors, or other incentives to induce people
to reveal their secrets.
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
0 0 0 0 0
lb / 480 lb 960 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Intelligence +9 17 7
1ST LEVEL 4 SPELL SLOTS ● Shield (Always Prepared) ● Thunderwave (Always Prepared)
Absorb Elements Alarm Catapult
Chaos Bolt Create or Destroy Water Cure Wounds
Detect Magic Detect Poison and Disease Disguise Self
Endurance Expeditious Retreat Faerie Fire
Fall False Life Feather Fall
Grease Identify Jump
Longstrider Purify Food and Drink Sanctuary
Snare Unseen Servant
2ND LEVEL 2 SPELL SLOTS ● Scorching Ray (Always Prepared) ● Shatter (Always Prepared)
Aid Alter Self Arcane Lock
Blur Charm of Protection Continual Flame
Darkvision Enhance Ability Enlarge/Reduce
Fire Bombs Heat Metal Invisibility
Lesser Restoration Levitate Magic Mouth
Magic Weapon Protection from Poison Pyrotechnics
Rope Trick See Invisibility Skywrite
Spider Climb Web
Fire Bolt Thorn Whip Shield
Evocation Cantrip Transmutation Cantrip 1st-level abjuration
You hurl a mote of fire at a creature or object within range. Make a You create a long, vine-like whip covered in thorns that lashes out at Reaction trigger: You are hit by an attack or targeted by the magic
ranged spell attack against the target. On a hit, the target takes 1d10 your command toward a creature in range. Make a melee spell attack missile spell An invisible barrier of magical force appears and protects
fire damage. A flammable object hit by this spell ignites if it isn’t against the target. If the attack hits, the creature takes 1d6 piercing you. Until the start of your next turn, you have a +5 bonus to AC,
being worn or carried. damage, and if the creature is Large or smaller, you pull the creature including against the triggering attack, and you take no damage from
This spell’s damage increases by 1d10 when you reach 5th level up to 10 feet closer to you. This spell’s damage increases by 1d6 magic missile.
(2d10), 11th level (3d10), and 17th level (4d10). when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Spellcasting (Artificer) Player’s Handbook Spellcasting (Artificer) Player’s Handbook Artillerist Spells (Artificer) Player’s Handbook
A wave of thunderous force sweeps out from you. Each creature in a You create three rays of fire and hurl them at targets within range. A sudden loud ringing noise, painfully intense, erupts from a point of
15-foot cube originating from you must make a Constitution saving You can hurl them at one target or several. Make a ranged spell your choice within range. Each creature in a 10-foot-radius sphere
throw. On a failed save, a creature takes 2d8 thunder damage and is attack for each ray. On a hit, the target takes 2d6 fire damage. centered on that point must make a Constitution saving throw. A
pushed 10 feet away from you. On a successful save, the creature At Higher Levels. When you cast this spell using a spell slot of 3rd creature takes 3d8 thunder damage on a failed save, or half as much
takes half as much damage and isn’t pushed. In addition, unsecured level or higher, you create one additional ray for each slot level above damage on a successful one. A creature made of inorganic material
objects that are completely within the area of effect are 2nd. such as stone, crystal, or metal has disadvantage on this saving
automatically pushed 10 feet away from you by the spell’s effect, and throw. A nonmagical object that isn’t being worn or carried also takes
the spell emits a thunderous boom audible out to 300 feet. the damage if it’s in the spell’s area.
At Higher Levels. When you cast this spell using a spell slot of 2nd At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the damage increases by 1d8 for each slot level above level or higher, the damage increases by 1d8 for each slot level above
1st. 2nd.
Artillerist Spells (Artificer) Player’s Handbook Artillerist Spells (Artificer) Player’s Handbook Artillerist Spells (Artificer) Player’s Handbook