D&D 5E Character Sheet: Armorer Artificer
D&D 5E Character Sheet: Armorer Artificer
STEALTH DISADVANTAGE
ARMOR Darkvision. You can see in dim light within 60 feet of you as if
STRENGTH Plate 18 it were bright light, and in darkness as if it were dim light.
PROFICIENCY BONUS +2 Magical Tinkering. You must have tinker’s tools or other
10
SHIELD
AC artisan’s tools in hand. You touch a Tiny nonmagical object as
an action and give it one of the following magical properties of
N
your choice:The object sheds bright light in a 5-foot radius and
CIE C
14
you can touch the object and end the property [Link] can
+0 Wisdom
24 3d8 bestow magic on up to 3 objects.
+1 Charisma
Infuse Item. Whenever you finish a long rest, you can touch a
CONDITIONAL
nonmagical object and imbue it with one of your artificer
+2 infusions, turning it into a magic [Link] infusion remains in
an item indefinitely, but when you die, the infusion vanishes
CURRENT HIT POINTS after 3 days have [Link] can infuse up to 2 nonmagical
objects at the end of a long rest.
CONSTITUTION DEATH SAVING THROWS
Enhanced Defense. You can infuse a suit of armor or a shield
SAVING THROWS into a +1 armor or a +1 shield.
14 SPEED FLY CLIMB SWIM Armor of Tools. You can infuse a suit of armor into Armor of
N
CIE C Tools.
+2 Acrobatics (Dex) 20ft. 0ft. 0ft. 0ft.
Y
PROFI
EXPE
VISION INSPIRATION EXHAUSTION weapon with the thrown property into a returning weapon.
+0 Animal Handling (Wis) Boots of False Tracks. Using this infusion, you can replicate
+2 ✘ +5 Arcana (Int) Darkvision Boots of False Tracks.
+0 Athletics (Str) The Right Tool for the Job. With tinker’s tools in hand, you can
magically create one set of artisan’s tools in an unoccupied
INTELLIGENCE ✘ +3 Deception (Cha) space within 5 feet of you. This creation requires 1 hour of
uninterrupted work.
16 +3 History (Int)
+0 Insight (Wis)
Power Armor (Action). You can turn a suit of heavy armor you
are wearing into power armor, provided you have smith’s tools
in hand. You gain the following benefits while wearing the
+1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS power armor:It lacks the strength requirement for [Link] can
+3 ✘ +5 Investigation (Int) use it as a spellcasting focus for your artificer [Link] attaches
to you and can’t be removed against your will. It also expands
+0 Medicine (Wis) Fey Ancestry. You have advantage on saving to cover your entire body, and it replaces any missing limbs,
WISDOM
throws against being charmed, and magic can’t functioning identically to a body part it is replacing.
+3 Nature (Int) put you to sleep.
Armor Model. The model includes a special weapon. When
10 +0 Perception (Wis)
+1 Performance (Cha)
you attack with that weapon, you can use your Intelligence
modifier, instead of Strength or Dexterity, for the attack and
damage rolls.
✘ +3 Persuasion (Cha) Infiltrator. You customize your armor for subtle
+0 +3 Religion (Int)
undertakings.
Lightning Launcher. A gemlike node appears on one of your
✘ +4 Sleight of Hand (Dex) armored fists or on the chest. It counts as a simple ranged
CHARISMA weapon, with a normal range of 90 feet and a long range of
✘ +4 Stealth (Dex) 300 feet, and it deals 1d6 lightning damage on a hit. Once on
each of your turns when you hit a creature with it, you can
12 +0 Survival (Wis)
SKILLS
deal an extra 1d6 lightning damage to that target.
Powered Steps. Your walking speed increases by 5 feet.
+1 10 PASSIVE PERCEPTION Second Skin. The armor’s weight is negligible, and it becomes
formfitting and wearable under clothing. If the armor normally
imposes disadvantage on Dexterity (Stealth) checks, the power
armor doesn’t.
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
Even though you are a non-human, despite Hillfar's Great Law of Humanity, you continue to live in the City of Trade. You
do so by maintaining a secret identity, forging documents, and wearing a disguise. Few, if any, know you aren't human.
If you're a halfling or gnome, you pass as a little person or a child. If you're a half-elf, half-orc, or genasi, you disguise your
Risk and danger exhilarate me. Pulling off schemes non-human features. Other races use a combination of disguise and concealing clothing to hide. Your reasons for doing
and deceptions is a rush. so are your own. Perhaps you're a dissident or the agent of a foreign power. Maybe you have a relationship with
someone you cannot bear to leave. Regardless, this way of life has taken a heavy toll on you.
PERSONALITY TRAITS
IDEAL
BOND
Secret Identity
You have created a secret identity that you use to
conceal your true race and that offers a covering
explanation for your presence in Hillsfar. In addition,
you can forge documents, including official papers
and personal letters, as long as you have seen an
example of the kind of document or the handwriting
you are trying to copy.
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
[Plate] 1 65
0 0 0 0 0
65 lb / 150 lb 300 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 +5 13 4
This spell repairs a single break or tear in an object you touch, such as This spell is a minor magical trick that novice spellcasters use for You set an alarm against unwanted intrusion. Choose a door, a
broken chain link, two halves of a broken key, a torn cloak, or a practice. You create one of the following magical effects within window, or an area within range that is no larger than a 20-foot cube.
leaking wineskin. As long as the break or tear is no larger than 1 foot range: Until the spell ends, an alarm alerts you whenever a tiny or larger
in any dimension, you mend it, leaving no trace of the former • You create an instantaneous, harmless sensory effect, such as a creature touches or enters the warded area. When you cast the spell,
damage. This spell can physically repair a magic item or construct, shower of sparks, a puff of wind, faint musical notes, or an odd odor. you can designate creatures that won’t set off the alarm. You also
but the spell can’t restore magic to such an object. • You instantaneously light or snuff out a candle, a torch, or a choose whether the alarm is mental or audible.
small campfire. A mental alarm alerts you with a ping in your mind if you are within
• You instantaneously clean or soil an object no larger than 1 cubic 1 mile of the warded area. This ping awakens you if you are sleeping.
foot. An audible alarm produces the sound of a hand bell for 10 seconds
• You chill, warm, or flavor up to 1 cubic foot of nonliving material within 60 feet.
for 1 hour.
• You make a color, a small mark, or a symbol appear on an object
or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit
in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its
non-instantaneous effects active at a time, and you can dismiss such
an effect as an action.
Spellcasting (Artificer) Player’s Handbook Spellcasting (Artificer) Player’s Handbook Prepared (Artificer) Player’s Handbook
A creature you touch regains a number of hit points equal to 1d8 + You choose one object that you must touch throughout the casting of You create three glowing darts of magical force. Each dart hits a
your spellcasting ability modifier. This spell has no effect on undead the spell. If it is a magic item or some other magic-imbued object, you creature of your choice that you can see within range. A dart deals
or constructs. learn its properties and how to use them, whether it requires 1d4 + 1 force damage to its target. The darts all strike simultaneously,
At Higher Levels. When you cast this spell using a spell slot of 2nd attunement to use, and how many charges it has, if any. You learn and you can direct them to hit one creature or several.
level or higher, the healing increases by 1d8 for each slot level above whether any spells are affecting the item and what they are. If the At Higher Levels. When you cast this spell using a spell slot of 2nd
1st. item was created by a spell, you learn which spell created it. If you level or higher, the spell creates one more dart for each slot level
instead touch a creature throughout the casting, you learn what above 1st.
spells, if any, are currently affecting it.
Prepared (Artificer) Player’s Handbook Prepared (Artificer) Player’s Handbook Armorer Spells (Artificer) Player’s Handbook
Sanctuary Shield
1st-level abjuration 1st-level abjuration
You ward a creature within range against attack. Until the spell ends, Reaction trigger: You are hit by an attack or targeted by the magic
any creature who targets the warded creature with an attack or a missile spell An invisible barrier of magical force appears and protects
harmful spell must first make a Wisdom saving throw. On a failed you. Until the start of your next turn, you have a +5 bonus to AC,
save, the creature must choose a new target or lose the attack or including against the triggering attack, and you take no damage from
spell. This spell doesn’t protect the warded creature from area magic missile.
effects, such as the explosion of a fireball. If the warded creature
makes an attack, casts a spell that affects an enemy, or deals damage
to another creature, this spell ends.