character level, race, & class experience …alchemist’s supplies enable a character to...

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BACKGROUND CHARACTER LEVEL, RACE, & CLASS CHARACTER NAME EXPERIENCE PLAYER NAME ALIGNMENT DEITY This character sheet was generated by the Aurora Builder. FEATURES & TRAITS STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA PROFICIENCY BONUS ARMOR CLASS ARMOR STEALTH DISADVANTAGE SHIELD AC CURRENT HIT POINTS MAXIMUM HIT DICE TEMPORARY SPEED FLY CLIMB SWIM VISION INSPIRATION EXHAUSTION DEATH SAVING THROWS SPEED, SENSES, & CONDITIONS EQUIPMENT CP SP EP GP PP WEIGHT PROFICIENCIES & LANGUAGES SAVING THROWS Dexterity Strength Constitution Intelligence Wisdom Charisma CONDITIONAL P R O F I C I E N C Y SKILLS Acrobatics (Dex) P R O F I C I E N C Y Animal Handling (Wis) Arcana (Int) Athletics (Str) Deception (Cha) History (Int) Insight (Wis) Intimidation (Cha) Investigation (Int) Medicine (Wis) Nature (Int) Perception (Wis) Performance (Cha) Persuasion (Cha) Religion (Int) Sleight of Hand (Dex) Survival (Wis) Stealth (Dex) E X P E R T PASSIVE PERCEPTION ATTACKS & SPELLCASTING NAME ATTACK DAMAGE / TYPE RANGE INITIATIVE ADVANTAGE Armor Proficiencies. Light Armor, Medium Armor Weapon Proficiencies. Simple Weapons, Thunder Cannon Tool Proficiencies. Tinker’s tools, Alchemist’s supplies, Artisan’s tools, Prospector's kit, Thieves’ tools Languages. Common, Gnomish, Celestial Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Artificer’s Lore. Whenever you make a History check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. Tinker. You have proficiency with tinker’s tools. Using those tools, you can construct a Tiny clockwork device. You can have up to three such devices active at a time. Magic Item Analysis. You can cast detect magic and identify as rituals, without a material component. Tool Expertise. Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class. Thunder Cannon. You are proficient with the Thunder Cannon. The firearm is a two-handed ranged weapon that deals 2d6 piercing damage. Its normal range is 150 feet, and its maximum range if 500 feet. Once fired, it must be reloaded as a bonus action. Arcane Magazine. You can use the Arcane Magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds. Thunder Monger. As an action, you can make a special attack with your Thunder Cannon that deals an extra 1d6 thunder damage on a hit.

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Page 1: CHARACTER LEVEL, RACE, & CLASS EXPERIENCE …Alchemist’s supplies enable a character to produce useful concoctions, such as acid or alchemist’s fire. Components. Alchemist’s

BACKGROUND

CHARACTER LEVEL, RACE, & CLASS

CHARACTER NAME

EXPERIENCE

PLAYER NAMEALIGNMENT DEITY

This character sheet was generated by the Aurora Builder.

FEATURES & TRAITS

STRENGTH

DEXTERITY

CONSTITUTION

INTELLIGENCE

WISDOM

CHARISMA

PROFICIENCY BONUS

ARMOR CLASS

ARMOR

STEALTH DISADVANTAGE

SHIELDAC

CURRENT HIT POINTS

MAXIMUM HIT DICE TEMPORARY

SPEED FLY CLIMB SWIM

VISION INSPIRATION EXHAUSTION

DEATH SAVING THROWS

SPEED, SENSES, & CONDITIONS

EQUIPMENT

CP SP EP GP PP WEIGHT

PROFICIENCIES & LANGUAGES

SAVING THROWS

Dexterity

Strength

Constitution

Intelligence

Wisdom

CharismaCONDITIONAL

PRO

FI

CIENCY

SKILLS

Acrobatics (Dex)PRO

FI

CIENCY

Animal Handling (Wis)

Arcana (Int)

Athletics (Str)

Deception (Cha)

History (Int)

Insight (Wis)

Intimidation (Cha)

Investigation (Int)

Medicine (Wis)

Nature (Int)

Perception (Wis)

Performance (Cha)

Persuasion (Cha)

Religion (Int)

Sleight of Hand (Dex)

Survival (Wis)

Stealth (Dex)

E X P E RT

PASSIVE PERCEPTION

ATTACKS & SPELLCASTING

NAME ATTACK DAMAGE / TYPERANGE

INITIATIVE

ADVANTAGE

Armor Proficiencies. Light Armor, Medium Armor

Weapon Proficiencies. Simple Weapons, Thunder Cannon

Tool Proficiencies. Tinker’s tools, Alchemist’s supplies,Artisan’s tools, Prospector's kit, Thieves’ tools

Languages. Common, Gnomish, Celestial

Darkvision. You can see in dim light within 60 feet of you asif it were bright light, and in darkness as if it were dim light.

Gnome Cunning. You have advantage on all Intelligence,Wisdom, and Charisma saving throws against magic.

Artificer’s Lore. Whenever you make a History checkrelated to magic items, alchemical objects, or technologicaldevices, you can add twice your proficiency bonus, insteadof any proficiency bonus you normally apply.

Tinker. You have proficiency with tinker’s tools. Using thosetools, you can construct a Tiny clockwork device. You canhave up to three such devices active at a time.

Magic Item Analysis. You can cast detect magic andidentify as rituals, without a material component.

Tool Expertise. Your proficiency bonus is doubled for anyability check you make that uses any of the toolproficiencies you gain from this class.

Thunder Cannon. You are proficient with the ThunderCannon. The firearm is a two-handed ranged weapon thatdeals 2d6 piercing damage. Its normal range is 150 feet,and its maximum range if 500 feet. Once fired, it must bereloaded as a bonus action.

Arcane Magazine. You can use the Arcane Magazine toproduce ammunition for your gun. At the end of each longrest, you can magically produce 40 rounds of ammunitionwith this magazine. After each short rest, you can produce10 rounds.

Thunder Monger. As an action, you can make a specialattack with your Thunder Cannon that deals an extra 1d6thunder damage on a hit.

Page 2: CHARACTER LEVEL, RACE, & CLASS EXPERIENCE …Alchemist’s supplies enable a character to produce useful concoctions, such as acid or alchemist’s fire. Components. Alchemist’s

BACKGROUND STORY

IDEAL

BOND

TRINKET

FLAW

PERSONALITY TRAITS

BACKGROUND FEATURE

CHARACTER PORTRAIT

ADDITIONAL TREASUREADDITIONAL FEATURES

ALLIES & ORGANIZATIONS

NAME

SYMBOL

CHARACTER NAME EYES

GENDER AGE WEIGHTHEIGHT

HAIRSKIN

This character sheet was generated by the Aurora Builder.

After spending over 10 years as a goat, you have aunique experience known to few in the world. The traitsthat have served you well as a goat have been honedand then magically amplified when you transformedback into a humanoid. You are more steadfast, andhave no difficulty staying surefooted when you climbrocky terrain. Your eyes look extremely distinctive, withrectangular irises that are able see well in dim light. Youhave two goat-like horns which can cause others tomistake you as a tiefling. Those who are ill disposedtowards goats have similar feelings towards you,whereas nonmagical goats trust you unconditionally.

I occasionally have the impulse to chew on grass.I am fiercely protective of other goats.

Carefree. Having no memory of my past allows mefreedom to enjoy the remainder of my life. (Chaotic)

The one who decided to take me on the adventures:I am fiercely loyal too.

I am chronically unsure of what to do because of myamnesia.

A bit of folded cloth that, when unfolded, turns intoa stylish cap

Page 3: CHARACTER LEVEL, RACE, & CLASS EXPERIENCE …Alchemist’s supplies enable a character to produce useful concoctions, such as acid or alchemist’s fire. Components. Alchemist’s

SPELLCASTING ABILITY SAVING THROW DCSPELL ATTACK BONUS SPELLS TO PREPARE

CANTRIPS

1ST LEVEL 2 SPELL SLOTS

Page 4: CHARACTER LEVEL, RACE, & CLASS EXPERIENCE …Alchemist’s supplies enable a character to produce useful concoctions, such as acid or alchemist’s fire. Components. Alchemist’s

CASTING TIME

RANGE

DURATION

COMPONENTS

CASTING TIME

RANGE

DURATION

COMPONENTS

CASTING TIME

RANGE

DURATION

COMPONENTS

CASTING TIME

RANGE

DURATION

COMPONENTS

CASTING TIME

RANGE

DURATION

COMPONENTS

CASTING TIME

RANGE

DURATION

COMPONENTS

RANGE

ATTACK

DAMAGE

MendingTransmutation Cantrip

1 minute

Touch

Instantaneous

V, S, M (two lodestones)

This spell repairs a single break or tear in an object you touch, such asbroken chain link, two halves of a broken key, a torn cloak, or aleaking wineskin. As long as the break or tear is no larger than 1 footin any dimension, you mend it, leaving no trace of the formerdamage. This spell can physically repair a magic item or construct,but the spell can’t restore magic to such an object.

Master Smith (Artificer) Player’s Handbook

Alarm1st-level abjuration (ritual)

1 minute

30 feet

8 hours

V, S, M (a tiny bell and a piece of fine silver wire)

You set an alarm against unwanted intrusion. Choose a door, awindow, or an area within range that is no larger than a 20-foot cube.Until the spell ends, an alarm alerts you whenever a tiny or largercreature touches or enters the warded area. When you cast the spell,you can designate creatures that won’t set off the alarm. You alsochoose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 secondswithin 60 feet.

Spellcasting (Artificer) Player’s Handbook

Detect Magic1st-level divination (ritual)

1 action

Self

Concentration, up to 10 minutes

V, S

For the duration, you sense the presence of magic within 30 feet ofyou. If you sense magic in this way, you can use your action to see afaint aura around any visible creature or object in the area that bearsmagic, and you learn its school of magic, if any. The spell canpenetrate most barriers, but is blocked by 1 foot of stone, 1 inch ofcommon metal, a thin sheet of lead, or 3 feet of wood or dirt.

Magic Item Analysis (Artificer) Player’s Handbook

Expeditious Retreat1st-level transmutation

1 bonus action

Self

Concentration, up to 10 minutes

V, S

This spell allows you to move at an incredible pace. When you castthis spell, and then as a bonus action on each of your turns until thespell ends, you can take the Dash action.

Spellcasting (Artificer) Player’s Handbook

Identify1st-level divination (ritual)

1 minute

Touch

Instantaneous

V, S, M (a pearl worth at least 100 gp and an owl feather)

You choose one object that you must touch throughout the casting ofthe spell. If it is a magic item or some other magic-imbued object, youlearn its properties and how to use them, whether it requiresattunement to use, and how many charges it has, if any. You learnwhether any spells are affecting the item and what they are. If theitem was created by a spell, you learn which spell created it. If youinstead touch a creature throughout the casting, you learn whatspells, if any, are currently affecting it.

Magic Item Analysis (Artificer) Player’s Handbook

Jump1st-level transmutation

1 action

Touch

1 minute

V, S, M (a grasshopper’s hind leg)

You touch a creature. The creature’s jump distance is tripled until thespell ends.

Spellcasting (Artificer) Player’s Handbook

Includes a backpack, a crowbar, a hammer, 10 pitons, 10torches, a tinderbox, 10 days of rations, and a waterskin.The pack also has 50 feet of hempen rope strapped to theside of it.

A set of tinker’s tools is designed to enable you to repairmany mundane objects. Though you can’t manufacture muchwith tinker’s tools, you can mend torn clothes, sharpen aworn sword, and patch a tattered suit of chain mail. Components. Tinker’s tools include a variety of hand tools,thread, needles, a Whetstone, scraps of cloth and leather,and a small pot of glue. History. You can determine the age and origin of objects,even if you have only a few pieces remaining from theoriginal. Investigation. When you inspect a damaged object, yougain knowledge of how it was damaged and how long ago. Repair. You can restore 10 hit points to a damaged objectfor each hour of work. For any object, you need access to theraw materials required to repair it. For metal objects, youneed access to an open flame hot enough to make the metalpliable. TINKER’S TOOLS Activity DC Temporarily repair a disabled device 10 Repair an item in half the time 15 Improvise a temporary item using scraps 20

Page 5: CHARACTER LEVEL, RACE, & CLASS EXPERIENCE …Alchemist’s supplies enable a character to produce useful concoctions, such as acid or alchemist’s fire. Components. Alchemist’s

Alchemist’s supplies enable a character to produce useful concoctions,such as acid or alchemist’s fire. Components. Alchemist’s supplies include two glass beakers, ametal frame to hold a beaker in place over an open flame, a glassstirring rod, a small mortar and pestle, and a pouch of commonalchemical ingredients, including salt, powdered iron, and purifiedwater. Arcana. Proficiency with alchemist’s supplies allows you to unlockmore information on Arcana checks involving potions and similarmaterials. Investigation.When you inspect an area for clues, proficiency withalchemist’s supplies grants additional insight into any chemicals orother substances that might have been used in the area. Alchemical Crafting.You can use this tool proficiency to createalchemical items. A character can spend money to collect rawmaterials, which weigh 1 pound for every 50 gp spent. The DM canallow a character to make a check using the indicated skill withadvantage. As part of a long rest, you can use alchemist’s supplies tomake one dose of acid, alchemist’s fire, antitoxin, oil, perfume, orsoap. Subtract half the value of the created item from the total gpworth of raw materials you are carrying. ALCHEMIST’S SUPPLIES Activity DC Create a puff of thick smoke 10 Identify a poison 10 Identify a substance 15 Start a fire 15 Neutralize acid 20

This bag has an interior space considerably larger than itsoutside dimensions, roughly 2 feet in diameter at themouth and 4 feet deep. The bag can hold up to 500pounds, not exceeding a volume of 64 cubic feet. The bagweighs 15 pounds, regardless of its contents. Retrieving anitem from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures andis destroyed, and its contents are scattered in the AstralPlane. If the bag is turned inside out, its contents spill forth,unharmed, but the bag must be put right before it can beused again. Breathing creatures inside the bag can surviveup to a number of minutes equal to 10 divided by thenumber of creatures (minimum 1 minute), after which timethey begin to suffocate. Placing a bag of holding inside an extradimensional spacecreated by a handy haversack, portable hole, or similar iteminstantly destroys both items and opens a gate to the AstralPlane. The gate originates where the one item was placedinside the other. Any creature within 10 feet of the gate issucked through it to a random location on the Astral Plane.The gate then closes. The gate is one-way only and can't bereopened.

While wearing these dark lenses, you have darkvision outto a range of 60 feet. If you already have darkvision,wearing the goggles increases its range by 60 feet.

Thunder Cannon is a two-handed ranged weapon thatdeals 2d6 piercing damage. Its normal range is 150 feet,and its maximum range is 500 feet. Once fired, it must bereloaded as a bonus action. If you lose your Thunder Cannon, you can create a newone over the course of three days of work (eight hours eachday) by expending 100 gp worth of metal and other rawmaterials.

Arcane Magazine includes the powders, lead shot, andother materials needed to keep Thunder Cannonfunctioning. You can use the Arcane Magazine to produceammunition for your gun. At the end of each long rest, youcan magically produce 40 rounds of ammunition with thismagazine. After each short rest, you can produce 10rounds.

The breastplate and shoulder protectors of this armor aremade of leather that has been stiffened by being boiled inoil. The rest of the armor is made of softer and moreflexible materials.