5th Edition Character Sheet
Skills
Magical Items
Fitz's Pistol:
The gun itself is imbued with a sticky cool substance. After being enhanced by the blacksmith Nollun, it's gained some unique abilities.
- When firing, make a ranged attack roll ([1d20+]dex+prof) for 1d10+2 piercing dmg. Because of the weapon's upgrade, have the target make a constitution saving throw. If failed, add an additional 1d6 acid dmg.
- After the refinement of the gun, you've learned to channel your magic through it. Add an additional 1d8 to EVERY spell atk dmg (once per turn)
All Or Nothing Coin:-Once per day, instead of rolling a d20, you can flip a coin.
Heads (Highs) = Critical hit; Tails (Lows) = Critical Fail
(OWNED BY WILL, CURRENTLY HELD BY FITZ (STOLEN UNTIL HE "DESERVES IT" BACK))
Spell Descriptions
Cantrip - Shocking Grasp: (1 Action, Touch, Instantaneous)
Lightning springs from your hand to deliver a shock to a creature you try to touch.
Make a melee spell attack against the target.
- You have advantage on the attack roll if the target is wearing metal. On a hit, the target takes 2d8 lightning damage, and it can’t take reactions until the start of its next turn.
Cantrip - Fire Bolt: (1 Action, 120 feet, Instantaneous)You hurl a mote of fire at a creature or object within range.
Make a ranged spell attack against the target.
- On a hit, the target takes 2d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
1st Lvl - Tasha's Caustic Brew: (1 Action, Self (30-ft line), Concentration, up to 1 minute)A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose.
- Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature.
- A creature covered in the acid takes 2d4 acid damage at the start of each of its turns.
At Higher Levels: When you cast this spell using a spell slot 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
1st Lvl - Absorb Elements: (1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage, Self, 1 round)The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack.
- You have resistance to the triggering damage type until the start of your next turn.
- Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
1st Lvl - Disguise Self: (1 Action, Self, 1 hour)You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different until the spell ends or until you use your action to dismiss it.
You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. The illusion is exclusively visual, you cannot replicate or disguise sounds or voices. Otherwise, the extent of the illusion is up to you.
- To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. (14)
2nd Lvl - Heat Metal: (1 Action, 60ft, Concentration, up to 1 minute)Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot.
- Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
- If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
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 2nd.
2nd Lvl - Vortex Warp: (1 Action, 90ft, Instantaneous)You magically twist space around another creature you can see within range.
- The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.
Infusions
gulp. dont tell sophie i left this blank she'll eat me
[b]Magical Items[/b]
---
[b]Fitz's Pistol:[/b]
The gun itself is imbued with a sticky cool substance. After being enhanced by the blacksmith Nollun, it's gained some unique abilities.
- When firing, make a ranged attack roll ([1d20+]dex+prof) for [1d10+2] piercing dmg. Because of the weapon's upgrade, [b]have the target make a constitution saving throw. If failed, add an additional [1d6] acid dmg.[/b]
- After the refinement of the gun, you've learned to channel your magic through it. [b]Add an additional [1d8] to EVERY spell atk dmg (once per turn)[/b]
[b]All Or Nothing Coin:[/b]
-Once per day, instead of rolling a [d20], you can flip a coin.
Heads (Highs) = Critical hit; Tails (Lows) = Critical Fail
(OWNED BY WILL, CURRENTLY HELD BY FITZ (STOLEN UNTIL HE "DESERVES IT" BACK))
---[b]Spell Descriptions[/b]
---
Cantrip - [b]Shocking Grasp:[/b] (1 Action, Touch, Instantaneous)
Lightning springs from your hand to deliver a shock to a creature you try to touch.
Make a melee spell attack against the target.
- [b]You have advantage on the attack roll if the target is wearing metal.[/b] On a hit, the target takes [2d8] lightning damage, and it [b]can’t take reactions until the start of its next turn.[/b]
Cantrip -[b] Fire Bolt:[/b] (1 Action, 120 feet, Instantaneous)
You hurl a mote of fire at a creature or object within range.
Make a ranged spell attack against the target.
- On a hit, the target takes [b][2d10] fire damage[/b]. A flammable object hit by this spell ignites if it isn’t being worn or carried.
1st Lvl -[b] Tasha's Caustic Brew:[/b] (1 Action, Self (30-ft line), Concentration, up to 1 minute)
A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose.
- [b]Each[/b] creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature.
- [b]A creature covered in the acid takes [2d4] acid damage at the start of each of its turns.[/b]
[b]At Higher Levels:[/b] When you cast this spell using a spell slot 2nd level or higher, the damage increases by [2d4] for each slot level above 1st.
1st Lvl - [b]Absorb Elements:[/b] (1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage, Self, 1 round)
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack.
- [b]You have resistance to the triggering damage type until the start of your next turn. [/b]
- Also, the first time you hit with a melee attack on your next turn, the target takes an extra [1d6] damage of the triggering type, and the spell ends.
[b]At Higher Levels:[/b] When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by [1d6] for each slot level above 1st.
1st Lvl - [b]Disguise Self:[/b] (1 Action, Self, 1 hour)
You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different until the spell ends or until you use your action to dismiss it.
You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you [b]must adopt a form that has the same basic arrangement of limbs[/b]. The illusion is exclusively visual, you cannot replicate or disguise sounds or voices. Otherwise, the extent of the illusion is up to you.
- [b]To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. (14)[/b]
2nd Lvl - [b]Heat Metal:[/b] (1 Action, 60ft, Concentration, up to 1 minute)
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot.
- [b]Any creature in physical contact with the object takes [2d8] fire damage when you cast the spell.[/b] Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
- If a creature is holding or wearing the object and takes the damage from it, [b]the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.[/b]
[b]At Higher Levels:[/b] When you cast this spell using a spell slot of 3rd level or higher, the damage increases by [1d8] for each slot level above 2nd.
2nd Lvl - [b]Vortex Warp:[/b] (1 Action, 90ft, Instantaneous)
You magically twist space around another creature you can see within range.
- The [b]target must succeed on a Constitution saving throw[/b] (the target can choose to fail), [b]or the target is teleported to an unoccupied space of your choice that you can see within range[/b]. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
[b]At Higher Levels:[/b] When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.
---Infusions---
gulp. dont tell sophie i left this blank she'll eat me
Racial Plasmoid Abilities:
Creature Type: Ooze.- Spells and magical items that target "Humaniod" species do not affect you. Dont underlook this.
Darkvision:- 60ft visibility even in complete darkness. Colours appear in shades of grey.
Amorphous:- You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. TORT NOTE RLY COOL ABILITY
- You also have advantage on ability checks you make to initiate or escape a grapple.
Hold Breath:- You can hold your breath for 1 hour.
Natural Resilience:- You have resistance to acid and poison damage, and you have advantage on saving throws against being poisoned.
Shape Self:- If you are not incapacitated, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob (no action required).
- As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. You can use this pseudopod to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour out the contents of a container. The pseudopod can’t attack, activate magic items, or carry more than 10 pounds.
haiii tort again, PLEASE USE THIS ABILITY ITS SO FUN AND NO ONE ULTILIZES IT
Artificer Class Abilities:
Intelligence is your spellcasting ability
Infusing Item:- Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. You know 4 Infusions.
- Your infusion remains in an item indefinitely, but when you die, the infusion vanishes if left unrepaired for 3(INT modifier) days. The infusion also vanishes if you replace your knowledge of the infusion.
- Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.
Subclass - Artillerist Abilities:
- Starting at 3rd level, you've learned how to create a magical cannon. You can take an action to magically create a Small or Tiny Eldritch Cannon in an unoccupied space on a horizontal (flat) surface within 5 feet of you.
- A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.
- Once you create a cannon, you can't do so again without cost until you finish a long rest. Otherwise you expend a spell slot to create one. You can have only one cannon at a time and can't create one while your cannon is present.
- The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. (25)- It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0).
- If the mending spell is cast on it, it regains 2d6 hit points.
- It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.
- When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options with the Eldritch Cannons options.- On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it.
- As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
Eldritch Cannon Types
Flamethrower:
-The cannon exhales fire in an adjacent 15-foot cone that you designate. - Each creature in that area must make a Dexterity saving throw against your spell save DC (14), taking 2d8 fire damage on a failed save or half as much damage on a successful one.
- The fire ignites any flammable objects in the area that aren't being worn or carried.
- AOE ATTACK. BE WARY OF USING NEAR ALLIES. DONT BE MEAN AND EVIL
Force Ballista- Make a ranged spell attack (+6), originating from the cannon, at one creature or object within 120 feet of it.
- On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the shot.
Protector-The cannon emits a burst of positive energy that grants itself and each creature of your choice within 30 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (+3).
- ACTUALLY A RLY GOOD HEALING OPTION FOR A BONUS ACTION EVERY TURN!
[b]Creature Type: Ooze.[/b]
- Spells and magical items that target "Humaniod" species do not affect you. Dont underlook this.
[b]Darkvision:[/b]
- 60ft visibility even in complete darkness. Colours appear in shades of grey.
[b]Amorphous:[/b]
- You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. [b] TORT NOTE RLY COOL ABILITY[/b]
- You also have advantage on ability checks you make to initiate or escape a grapple.
[b]Hold Breath:[/b]
- You can hold your breath for 1 hour.
[b]Natural Resilience:[/b]
- You have [b]resistance to acid and poison damage[/b], and you have advantage on saving throws against being poisoned.
[b]Shape Self:[/b]
- If you are not incapacitated, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob (no action required).
- [b]As a bonus action, you can extrude a pseudopod[/b] that is up to 6 inches wide and 10 feet long or reabsorb it into your body. [b]You can use this pseudopod to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour out the contents of a container.[/b] The pseudopod can’t attack, activate magic items, or carry more than 10 pounds.
[b] haiii tort again, PLEASE USE THIS ABILITY ITS SO FUN AND NO ONE ULTILIZES IT[/b]
[b]---Artificer Class Abilities:---[/b]
[b]Spellcasting Ability:[/b]
Intelligence is your spellcasting ability
[b]Infusing Item:[/b]
- Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. [b]You know 4 Infusions.[/b]
- Your infusion remains in an item indefinitely, but when you die, the infusion vanishes if left unrepaired for 3(INT modifier) days. The infusion also vanishes if you replace your knowledge of the infusion.
- Moreover, [b]no object can bear more than one of your infusions at a time.[/b] If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.
[b]---Subclass - Artillerist Abilities:---[/b]
[b]Eldritch Cannon - Base Info:[/b]
- Starting at 3rd level, you've learned how to create a magical cannon. You can take an action to magically create a Small or Tiny [b]Eldritch Cannon[/b] in an unoccupied space on a horizontal (flat) surface within 5 feet of you.
- A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.
- [b]Once you create a cannon, you can't do so again without cost until you finish a long rest. Otherwise you expend a spell slot to create one.[/b] You can have only one cannon at a time and can't create one while your cannon is present.
- The cannon is a magical object. [b]Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. (25)[/b]
- [b]It is immune to poison damage and psychic damage.[/b] If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0).
- If the mending spell is cast on it, it regains [2d6] hit points.
- It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.
- When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options with the Eldritch Cannons options.
- [b]On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it.[/b]
- As part of [b]the same bonus action[/b], you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
---[b]Eldritch Cannon Types[/b]---
[b]Flamethrower:[/b]
-The cannon exhales fire in an adjacent [b]15-foot cone[/b] that you designate. - Each creature in that area must make a [b]Dexterity saving throw[/b] against your spell save DC (14), taking [2d8] fire damage on a failed save or half as much damage on a successful one.
- The fire ignites any flammable objects in the area that aren't being worn or carried.
- [b]AOE ATTACK. BE WARY OF USING NEAR ALLIES. DONT BE MEAN AND EVIL[/b]
[b]Force Ballista[/b]
- Make a ranged spell attack ([b]+6[/b]), originating from the cannon, at [b]one creature[/b] or object within 120 feet of it.
- On a hit, the target takes [2d8] force damage, and [b]if the target is a creature, it is pushed up to 5 feet away[/b] from the shot.
[b]Protector[/b]
-The cannon emits a burst of positive energy that grants itself and each creature of your choice within 30 feet of it a number of temporary hit points equal to [1d8] + your Intelligence modifier ([b]+3[/b]).
- [b]ACTUALLY A RLY GOOD HEALING OPTION FOR A BONUS ACTION EVERY TURN![/b]
Languages: Common, Goopy (plasmoidian)
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