Ringstot
Ringstot
Ringstot
INSPIRATION
STRENGTH
16 +2 30
-1 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
8 PERSONALITY TRAITS
+2 ●
●
+5 Constitution
+5 Intelligence
CURRENT HIT POINTS IDEALS
14 0 Wisdom
0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+3 0 Deception (Cha)
+3 History (Int)
NAME ATK BONUS DAMAGE/TYPE
16 ●
+2 Insight (Wis)
Crossbow, light +4 1d8+2 piercing
Bagpipes
WISDOM
●
+2 Intimidation (Cha)
+3 Investigation (Int)
Dagger +4 1d4+2 piercing
Clothes, traveler’s
0 Medicine (Wis)
Quarterstaff +1 1d6-1 bludgeoning
Crossbow bolt
0 ●
+5 Nature (Int)
x20
●
+2 Perception (Wis) Number of
10
0 Performance (Cha)
Attacks: 1 Dungeoneer's
CHARISMA
0 Persuasion (Cha)
+3 Religion (Int)
Pack
0 +2 Sleight of Hand (Dex) Pouch
10
+2 Stealth (Dex)
Survival (Wis)
Scale mail
0
SP
Tool Proficiencies: Bagpipes;
Thieves' Tools; Tinker's Tools
EP
Language Proficiencies:
Common; Draconic; Orc
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT
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57 170 65
AGE HEIGHT WEIGHT
Ringstot Green Green Bald
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Artificer
Intelligence 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Poison Spray
Spare the Dying
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 2 7
EPAR
SPELL NAME
ED
PR
Absorb Elements
Disguise Self
4
SPELLS KNOWN
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
Darkvision: 60 ft.
-----------Other Traits------------
Adrenaline Rush. You can take the Dash action as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Whenever
you use this trait, you gain a number of temporary hit points equal to your proficiency bonus.
All Eyes on You. Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you
also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and
places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
Brewer's supplies. You have proficiency with artisan's tools (Brewer's supplies).
Equipment. You possess any one musical instrument or gaming set you are proficient with. If you choose a musical instrument, select it from the instrument section on the equipment page. If you choose a gaming
set enter it manually.
You also possess poorly wrought maps from your homeland that depict where you are in Faerûn, and a small piece of jewelry worth 10 gp in the style of your homeland's craftsmanship. Enter these manually as
custom items.
Infuse Item. At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.
INFUSIONS KNOWN
When you gain this feature, pick four artificer infusions to learn, choosing from the "Artificer Infusions" section at the end of the class's description. You learn additional infusions of your choice when you reach
certain levels in this class, as shown in the Infusions Known column of the Artificer table.
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
INFUSING AN 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. An infusion works
on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must
do so using the normal process for attunement (see "Attunement" in chapter 7 of the Dungeon Master's Guide).
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you
give up your knowledge of the infusion for another one.
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each
of your infusions can be in only one object at a time. 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 immediately
ends, and then the new infusion applies.
Infusion: Replicate Alchemy Jug. Using this infusion, you replicate a particular magic item; an Alchemy Jug. See the item's description in the Dungeon Master's Guide for more information about it, including the type
of object required for its making and whether it requires attunement.
Infusion: Replicate Goggles of Night. Using this infusion, you replicate a particular magic item; Goggles of Night. See the item's description in the Dungeon Master's Guide for more information about it, including the
type of object required for its making and whether it requires attunement.
Magical Tinkering. At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have tinker's tools or other 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.
Optional Rule: Firearm Proficiency. The secrets of creating and operating gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in
chapter 9 of the Dungeon Master's Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.
Optional Rule: Multiclassing. If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose artificer as one of your classes.
Ability Score Minimum. As a multiclass character, you must have at least an Intelligence score of 1 3 to take a level in this class, or to take a level in another class if you are already an artificer.
Proficiencies Gained. If artificer isn't your initial class, here are the proficiencies you gain when you take your first level as an artificer: light armor, medium armor, shields, thieves' tools, tinker's tools.
Spell Slots. Add half your levels (rounded up) in the artificer class to the appropriate levels from other classes to determine your available spell slots.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can’t do so again until you finish a long rest.
Ritual Casting. You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spell Slots at First Level. You have two 1st level spell slots at first level. These do not display properly until reaching level 2.
Spellcasting. You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don't appear to be casting spells in a
conventional way; you look as if you're producing wonders using mundane items or outlandish inventions.
TOOLS REQUIRED
You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature.
You must be proficient with the tool to use it in this way. See chapter 5, "Equipment," in the Player's Handbook for descriptions of these tools.
After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.
SPELLCASTING ABILITY
Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell
refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.
Tool Proficiency. You have proficiency with one type of artisan's tools of your choice.
Page 1
You extend your hand toward a creature you You touch a living creature that has 0 hit The spell captures some of the incoming
can see within range and project a puff of points. The creature becomes stable. This spell energy, lessening its effect on you and storing
noxious gas from your palm. The creature has no effect on undead or constructs. it for your next melee attack. You have
must succeed on a Constitution saving throw resistance to the triggering damage type until
or take 1d12 poison damage. This spell’s the start of your next turn. Also, the first time
damage increases by 1d12 when you reach 5th you hit with a melee attack on your next turn,
level (2d12), 11th level (3d12), and 17th level the target takes an extra 1d6 damage of the
(4d12). 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.
Disguise Self
Artificer Level 1 Illusion DC 13 Spell Mod +5
1 Act. Self V,S 1 hr