Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Astaro Gillwyd
Character Name
Artificer 3
Class & Level
Sage
Background
Variant Human
Race
Chaotic Good
Alignment
900/2700
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+0
10
10
+
0
(Race)
DEXTERITY
+4
18
17
+
1
(Race)
CONSTITUTION
+0
11
11
+
0
(Race)
INTELLIGENCE
+3
16
15
+
1
(Race)
WISDOM
+0
11
11
+
0
(Race)
CHARISMA
+2
14
14
+
0
(Race)
ARMOR CLASS
15
INITIATIVE
+
2
PROFICIENCY
+
2
2
+
0
PERCEPTION
1212
+
0
SPEED
30 ft
HIT POINTS
Max:
24
24
TEMP HP
0
POINT BUY
No (8-15)
Picture URL:
https://static.wikia.nocookie.net/dothack/images/7/75/Img_illust_(1).png
Token URL:
0 +0
+
0
Strength
+
0
Dexterity
+
0
Constitution
+
0
Intelligence
+
0
Wisdom
+
0
Charisma
+0
+
Global Bonus
Saving Throws
+
0
Acrobatics (Dex)
+
0
Animal Handling (Wis)
+
0
Arcana (Int)
+
0
Athletics (Str)
+
0
Deception (Cha)
+
0
History (Int)
+
0
Insight (Wis)
+
0
Intimidation (Cha)
+
0
Investigation (Int)
+
0
Medicine (Wis)
+
0
Nature (Int)
+
0
Perception (Wis)
+
0
Performance (Cha)
+
0
Persuasion (Cha)
+
0
Religion (Int)
+
0
Sleight of Hand (Dex)
+
0
* Stealth (Dex)
+
0
Survival (Wis)
+
0
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
%0%%1%%2%%3%
%0%%1%%2%%3%
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
4
KNOWN
13
DC
Cast Mod
0
Cantrip:
3
/
1st:
0
/
2nd:
0
/
3rd:
0
/
4th:
0
/
5th:
0
/
6th:
0
/
7th:
0
/
8th:
0
/
9th:
Detect Magic (FREE)
Identify (FREE)
Feather Fall
Cure Wounds

Grease

Fall

1st-level transmutation

Classes: Artificer, Sorcerer, Wizard
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous

You alter gravity for yourself, causing you to reorient which way is down for you until the end of your turn. You can pick any direction to fall as if under the effect of gravity, falling up to 500 feet before the spell ends.

Detect Magic (FREE)
[spell]Identify[/spell] (FREE)
[spell]Feather Fall[/spell]
[spell]Cure Wounds[/spell]
[spell]Grease[/spell]

Fall
1st-level transmutation

Classes: Artificer, Sorcerer, Wizard
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous
You alter gravity for yourself, causing you to reorient which way is down for you until the end of your turn. You can pick any direction to fall as if under the effect of gravity, falling up to 500 feet before the spell ends.

SPELLCASTING
[+instructions]
ThunderCannon (+7 to hit, 1d10+1 thunder damage)
Dagger (+6 to hit, 1d4+4 piercing damage)
VARIANT FEAT:
Sharpshooter

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

Your ranged weapon attacks ignore half and three-quarters cover.

Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage

Magic Item Analysis

Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals without material components.

Tool Expertise

Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.

Arcane Retrofit

Additionally at 2nd level, you gain the ability to retrofit magical gear. During a long rest you can perform a ritual using any +1/2/3 weapon (excluding artifacts and sentient weapons) to transfer the magic into an artificer weapon (a weapon created by subclass feature or upgrade). Eg: you can turn a +1 longsword and your impact gauntlet a +1 impact gauntlet. This includes weapon-like Upgrades that make attack and damage rolls (like a Warsmith's Force Blast).

You cannot transfer any properties from a magical weapon besides a bonus to attack and damage rolls, and the original weapon is destroyed.

Additionally, you can convert a set set of armor with a magical plus to AC to a lighter armor type.

Spellcasting

As part of your study of magic, you gain the ability to cast spells at 2nd level. The spells you learn are limited in scope, primarily concerned with modifying creatures and objects or creating items.

Spell Slots

The artificer table shows how many spell slots you have to cast your artificer spells of 1st level and higher. To cast one of your Artificer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spellcasting Focus

Specialization Upgrade

Starting at 3rd level, choose an upgrade from the list at the end of your specialization, and gain the benefits listed in the description of the Upgrade.

You select an additional Upgrade at 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th level. You cannot select an Upgrade more than once, unless the Upgrade's description says otherwise. Whenever you level up, you can exchange one of your existing upgrades for another upgrade of the same level requirement as the replaced upgrade.

In any case an existing Upgrade is swapped out for a replacement Upgrade (either by a subclass feature or on level up), the new Upgrade is selected as if the Artificer is the level they were when they got that Upgrade slot. For example, if you replace your Stormforged Weapon and reselect all of your upgrades as a 5th level Artificer, you could select one 3rd level upgrade and one 5th level upgrade, or two 3rd level upgrades, but you would not be able to select two 5th level upgrades.

Thundermonger

At 3rd level, the elemental power of your weapon is so powerful its strikes deal bonus thunder damage.

When you hit a target with your Stormforged Weapon, you can deal an extra 1d6 thunder damage. After discharging this bonus damage, you cannot deal this bonus damage again until the start of your next turn.

This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6).

ThunderCannon (+7 to hit, 1d10+1 thunder damage)
Dagger (+6 to hit, 1d4+4 piercing damage)
VARIANT FEAT:
Sharpshooter
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

Your ranged weapon attacks ignore half and three-quarters cover.

Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add [+10] to the attack's damage

Magic Item Analysis
Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals without material components.

Tool Expertise
Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.

Arcane Retrofit
Additionally at 2nd level, you gain the ability to retrofit magical gear. During a long rest you can perform a ritual using any +1/2/3 weapon (excluding artifacts and sentient weapons) to transfer the magic into an artificer weapon (a weapon created by subclass feature or upgrade). Eg: you can turn a [+1] longsword and your impact gauntlet a [+1] impact gauntlet. This includes weapon-like Upgrades that make attack and damage rolls (like a Warsmith's Force Blast).

You cannot transfer any properties from a magical weapon besides a bonus to attack and damage rolls, and the original weapon is destroyed.

Additionally, you can convert a set set of armor with a magical plus to AC to a lighter armor type.

Spellcasting
As part of your study of magic, you gain the ability to cast spells at 2nd level. The spells you learn are limited in scope, primarily concerned with modifying creatures and objects or creating items.

Spell Slots
The artificer table shows how many spell slots you have to cast your artificer spells of 1st level and higher. To cast one of your Artificer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spellcasting Focus

Specialization Upgrade
Starting at 3rd level, choose an upgrade from the list at the end of your specialization, and gain the benefits listed in the description of the Upgrade.

You select an additional Upgrade at 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th level. You cannot select an Upgrade more than once, unless the Upgrade's description says otherwise. Whenever you level up, you can exchange one of your existing upgrades for another upgrade of the same level requirement as the replaced upgrade.

In any case an existing Upgrade is swapped out for a replacement Upgrade (either by a subclass feature or on level up), the new Upgrade is selected as if the Artificer is the level they were when they got that Upgrade slot. For example, if you replace your Stormforged Weapon and reselect all of your upgrades as a 5th level Artificer, you could select one 3rd level upgrade and one 5th level upgrade, or two 3rd level upgrades, but you would not be able to select two 5th level upgrades.

Thundermonger
At 3rd level, the elemental power of your weapon is so powerful its strikes deal bonus thunder damage.

When you hit a target with your Stormforged Weapon, you can deal an extra [1d6] thunder damage. After discharging this bonus damage, you cannot deal this bonus damage again until the start of your next turn.

This extra damage increases by [1d6] when you reach certain levels in this class: 5th level ([2d6]), 7th level ([3d6]), 9th level ([4d6]), 11th level ([5d6]), 13th level ([6d6]), 15th level ([7d6]), 17th level ([8d6]), and 19th level ([9d6]).
FEATURES & TRAITS
d8
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
• Thieve's Tools
• a Backpack
• a Crowbar
• a Hammer
• 10 pitons
• 10 torches
• a Tinderbox
• 10 days of Rations
• a Waterskin
• 50 feet of Hempen rope
• A bottle of ink
• a quill
• a small knife
• a letter from a dead colleague posing a question you have not yet been able to answer
• a set of common clothes,
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
10gp
WEALTH
Gnome
Elven
Orc
PROFICIENCIES & LANGUAGES
I like a job well done, especially if I can convince someone, or something, else to do it.
PERSONALITY TRAITS
Charity. I distribute money I acquire to the people who really need it. (Good)
IDEALS
One day I will return to my guild and prove that I am the greatest artisan of them all.
BONDS
Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
FLAWS
 
Weapon Improvement.

Your Stormforged weapon gains a [+1] to attack and damage rolls. This does not stack with any benefit gained from Arcane Retrofit, and this upgrade can be replaced as part of applying a bonus to your Stormforged Weapon via Arcane Retrofit.
DESCRIPTION & EXTRA INFO

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