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Adam Vult: Armorer Artificer Profile

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0% found this document useful (0 votes)
34 views5 pages

Adam Vult: Armorer Artificer Profile

Uploaded by

TheFroschlurch
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Armorer Artificer 1

CLASS & LEVEL BACKGROUND PLAYER NAME


Adam Vult
Rock Gnome
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION
STRENGTH
19 -2 25ft
2 2 PROFICIENCY BONUS

14 PERSONALITY TRAITS

Hit Point Maximum


DEXTERITY 2 Strength

-2
-2 Dexterity
CURRENT HIT POINTS
5 Constitution
5 Intelligence
6
1 Wisdom
IDEALS
-1 Charisma
CONSTITUTION
TEMPORARY HIT POINTS
SAVING THROWS

3 1

16 -2 Acrobatics (Dex)
1 Animal Handling (Wis)
5 Arcana (Int) BONDS
INTELLIGENCE

2 Athletics (Str)

3 -1 Deception (Cha)
NAME ATK DAMAGE/TYPE
3 History (Int)
16 1 Insight (Wis) Lightning Cannon +5 1d6+3 lightning …
-1 Intimidation (Cha)
WISDOM
3 Investigation (Int) Thunder Gauntlet +5 1d8+3 thunder FLAWS

1 3

3
Medicine (Wis)

Nature (Int) ATTACKS & SPELLCASTING

1 Perception (Wis)
13 Adjustable Toolset
-1 Performance (Cha)
-1 Persuasion (Cha) Enhanced Defence
CP SP EP GP PP
CHARISMA
3 Religion (Int) Tools of the Trade

-1 -2

-2
Sleight of Hand (Dex)

Stealth (Dex)
1 Chainmail (+1)
1
Arcane Gauntlet

Infuse Object
9 1 Survival (Wis) 1 Backpack
Replicate Magic Item
1 Common Clothes
SKILLS Darkvision
1 Crowbar
1 Hammer Gnome Cunning

11 PASSIVE WISDOM (PERCEPTION) 1 Ink (1 ounce bottle) Artificer's Lore

EQUIPMENT Tinker

FEATURES & TRAITS


TOOL: Smithing Tools, Thieves Tools, Tinker's Tools
ARMOR: light, medium, heavy, shield
WEAPON: simple, hand crossbow

OTHER PROFICIENCIES & LANGUAGES


NAME ATK DAMAGE/TYPE CP SP EP GP PP
Total: Total:

10 Piton
10 Rations (1 day)
1 Rope, Hempen (50 feet)
Total: Total:
1 Small Knife
1 Thieves' Tools
ATTACKS & SPELLCASTING 1 Tinderbox
1 Waterskin
10 Torch
Total: Total:
1 Shield

EQUIPMENT
NONE 0 0

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 0 6 0

4 0 7 0
1 2

5 0 8 0
2 0

9 0
FEATURES & TRAITS
Adjustable Toolset Infuse Object Darkvision
The wielder is considered proficient with this magical set At the end of a long rest, you can use your tinker's tools to Accustomed to life underground, you have superior vision
of tools, and as an action, they can transform this set of imbue an Infusion you know into a nonmagical object. To in dark and dim conditions. You can see in dim light within
tools into another set of artisan's tools of their choice. do so, you must be able to touch the object with your tools. 60 feet of you as if it were bright light, and in darkness as
At 11th level, this magical tool set grants a +1 bonus to If the Infusion requires attunement, you can attune to the if it were dim light. You can’t discern color in darkness,
ability checks. This bonus increases to +2 at 17th level. object the instant you infuse it, or you can forgo only shades of gray.
attunement so another creature can attune to it. To attune to
Enhanced Defence the infused item later, you must follow the normal Gnome Cunning
Item: A suit of armor or a shield attunement process. You have advantage on all Intelligence, Wisdom, and
This item grants the user +1 bonus to their armor class The Infusion remains in an item indefinitely. If you die, the Charisma saving throws against magic.
while wearing (armor) or wielding (shield) this infused Infusion vanishes after a number of days have passed equal
item. Artificer's Lore
to your Intelligence modifier (minimum of 1 day).
This bonus increases at 11th level (+2) and 17th level (+3). Whenever you make an Intelligence (History) check
Infusions vanish immediately if you give up your
related to magic items, alchemical objects, or technological
knowledge of one to learn another or imbue the Infusion
Tools of the Trade devices, you can add twice your proficiency bonus, instead
into another object.
You gain proficiency with smith's tools and heavy armor. If of any proficiency bonus you normally apply.
You can infuse multiple objects at the end of each long
you are already proficient with smith's tools, you instead
rest, up to one for each Infusion you know. Each Infusion
gain proficiency with another set of artisan's tools of your Tinker
can be in only one object at a time, and no object can bear
choice. You have proficiency with artisan’s tools (tinker’s tools).
more than one Infusion. If you transfer an Infusion to a
Using those tools, you can spend 1 hour and 10 gp worth of
new object, any previous instance of that Infusion
Arcane Gauntlet materials to construct a Tiny clockwork device (AC 5, 1
immediately ends.
You can forge for yourself a wondrous weapon of war hp). The device ceases to function after 24 hours (unless
known as an Arcane Gauntlet. At the end of a long rest, you spend 1 hour repairing it to keep the device
Replicate Magic Item
you can use smith's tools to create an Arcane Gauntlet, functioning), or when you use your action to dismantle it;
You can also use your Infusions to replicate magic items
choosing for it to be a Lightning Cannon or Thunder at that time, you can reclaim the materials used to create it.
that you have studied. Over the course of a long rest, you
Gauntlet. It is a simple weapon only usable by you, and You can have up to three such devices active at a time.
can use tinker's tools to examine a magic item you can
you use your Intelligence, in place of Strength or Dexterity,
touch. At the end of that long rest, you can replace one of
for its attack and damage rolls. When you create a device, choose one of the following
your Infusions Known with the knowledge of this magic
You can only have one Arcane Gauntlet at a time. Creating options:
item. After which, you can infuse an object with the
a second causes the magic of the first to immediately
properties of that magic item, following all the rules for
dispel. Clockwork Toy. This toy is a clockwork animal, monster,
your other Infusions.
Lightning Cannon. Your Arcane Gauntlet gains the ranged or person, such as a frog, mouse, bird, dragon, or soldier.
You can use this feature to replicate any item of Common
(90/300) property. On hit, it deals 1d6 lightning damage, When placed on the ground, the toy moves 5 feet across
rarity. As you gain artificer levels you can use this feature
and once per turn, when you hit with a Lightning Cannon the ground on each of your turns in a random direction. It
to replicate items of increasing rarity: Uncommon at 5th
attack, you can cause it to deal an additional 1d6 lightning makes noises as appropriate to the creature it represents.
level, Rare at 11th level, and finally Very Rare items at
damage.
17th level
Thunder Gauntlet. Your Arcane Gauntlet remains a melee Fire Starter. The device produces a miniature flame, which
weapon. On hit, it deals 1d8 thunder damage, and any you can use to light a candle, torch, or campfire. Using the
target hit by this Gauntlet has disadvantage on attack rolls device requires your action.
against targets other than you until the start of your next
turn. Music Box. When opened, this music box plays a single
song at a moderate volume. The box stops playing when it
reaches the song’s end or when it is closed.
SPELLS

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