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5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Generate Character
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Campaign Manager
Natalie
Character Name
Artificer 3
Class & Level
Criminal
Background
human
Race
Chaotic Good
Alignment
Experience
Female
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
-1
9
8
+
1
(Race)
DEXTERITY
+2
14
13
+
1
(Race)
CONSTITUTION
+2
15
14
+
1
(Race)
INTELLIGENCE
+3
16
15
+
1
(Race)
WISDOM
+0
11
10
+
1
(Race)
CHARISMA
+1
13
12
+
1
(Race)
ARMOR CLASS
14
INITIATIVE
+
5
PROFICIENCY
+
2
2
+
PERCEPTION
1010
+
SPEED
30
HIT POINTS
Max:
27
27
TEMP HP
POINT BUY
Standard
Picture URL:
Token URL:
-1 -1
+
Strength
+
Dexterity
+
Constitution
+
Intelligence
+
Wisdom
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
+
Animal Handling (Wis)
+
Arcana (Int)
-1 -1
+
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)
+
* Stealth (Dex)
+
Survival (Wis)
+
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
KNOWN
13
DC
Cast Mod
Cantrip:
3
/
3
1st:
/
2nd:
/
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:
Cantrip - Fire Bolt: (120ft+Action)
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. [1d20+]spellcasting mod to hit
- On a hit, the target takes 1d10 fire damage.

- A flammable object hit by this spell ignites if it isn’t being worn or carried.

Cantrip - Mending: (Touch, Action, Instantaneous)
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin.
- As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
- This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

- If the Mending spell is cast on your Steel Defender, it regains 2d6 hit points.


1st Lvl - Cure Wounds: (Touch, Action, Instantaneous)
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier.

- This spell has no effect on undead or constructs.

1st Lvl - Tasha's Caustic Brew: (Self-30ft line, Action, 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 - Shield: (Self, Reaction, 1 round)

Until the start of your next turn, you have a +5 bonus to AC

1st Lvl - Purify Food and Drink: (10ft, Action, Instantaneous)

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

1st Lvl - Alarm: (30ft, Action, 8hrs)
You set an alarm against unwanted intrusion. Choose a door, a window, 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 larger creature touches or enters the warded area.
-When you cast the spell, you can designate creatures that won’t set off the alarm.
-You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 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 seconds within 60 feet.
[b]Cantrip - Fire Bolt:[/b] (120ft+Action)
You hurl a mote of fire at a creature or object within range. Make a [i]ranged spell attack[/i] against the target. [b][1d20+]spellcasting mod to hit[/b]
- On a hit, the target takes [1d10] fire damage.
- A flammable object hit by this spell ignites if it isn’t being worn or carried.

[b]Cantrip - Mending: [/b](Touch, Action, Instantaneous)
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin.
- As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
- This spell can physically repair a magic item or construct, but [b]the spell can’t restore magic[/b] to such an object.
- [b]If the Mending spell is cast on your Steel Defender, it regains [2d6] hit points.[/b]


[b]1st Lvl - Cure Wounds:[/b] (Touch, Action, Instantaneous)
A creature you touch regains a number of hit points equal to [1d8] + your spellcasting ability modifier.
- This spell has no effect on undead or constructs.

[b]1st Lvl - Tasha's Caustic Brew:[/b] (Self-30ft line, Action, 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 [b]Dexterity saving throw[/b] 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 [b][2d4] acid damage[/b] at the [i]start[/i] 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.

[b]1st Lvl - Shield:[/b] (Self, Reaction, [b]1 round[/b])
Until the start of your next turn, you have a [+5] bonus to AC

[b]1st Lvl - Purify Food and Drink:[/b] (10ft, Action, Instantaneous)
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

[b]1st Lvl - Alarm:[/b] (30ft, Action, 8hrs)
You set an alarm against unwanted intrusion. Choose a door, a window, 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 larger creature touches or enters the warded area.
-When you cast the spell, [b]you can designate creatures that won’t set off the alarm.[/b]
-[b]You also choose whether the alarm is mental or audible.[/b]
A mental alarm alerts you with a ping in your mind if you are within 1 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 seconds within 60 feet.
SPELLCASTING
[+instructions]
FEATURES & TRAITS
d8
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
3
Dagger
1
1
Sickle
2
1
Light Crossbow
5
2
Thieves' Tools
1
1
Dungeoneer's Pack
61.5
1
Studded Leather Armor [12+Dex]
13
1
Crowbar
5
2
Pouch
1
1
Traveler's Clothes
4
4
Scrap pile
1
Winter Coat
Total: 97.72 lbs
EQUIPMENT
CP
0
SP
0
EP
0
GP
11
PP
0
WEALTH
Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons, Thieves tools, Tinkers tools, Smith tools, Carpenters tools.
PROFICIENCIES & LANGUAGES
PERSONALITY TRAITS
IDEALS
BONDS
FLAWS
 
Magical Tinkering
At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of 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 that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

[b]Infusions Known[/b]
Replicate Magic Item
Returning Weapon
Mind Sharpener
Enhanced Weapon
DESCRIPTION & EXTRA INFO
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