Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Generate Character
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Campaign Manager
Ifrein Dite
Character Name
Artificer 3
Class & Level
Archaeologist
Background
Warforged
Race
Neutral
Alignment
Experience
Female
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+2
14
14
+
0
(Race)
DEXTERITY
+2
15
15
+
0
(Race)
CONSTITUTION
+4
18
16
+
2
(Race)
INTELLIGENCE
+4
18
17
+
1
(Race)
WISDOM
+1
13
13
+
0
(Race)
CHARISMA
+0
11
11
+
0
(Race)
ARMOR CLASS
17
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
PERCEPTION
1111
+
SPEED
30 ft
HIT POINTS
Max:
12
12
TEMP HP
POINT BUY
No (8-15)
Picture URL:
Token URL:
2 +2
+
Strength
+
Dexterity
+
Constitution
+
Intelligence
+
Wisdom
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
+
Animal Handling (Wis)
+
Arcana (Int)
+
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
[+] Name Bonus Damage / Type Range
Light hammer1d4 bludgeoningthrown (20/60)%3%
Light Crossbow1d8 piercingrange (80/320)%3%
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
4
KNOWN
14
DC
Cast Mod
2
3
Cantrip:
2
/
2
1st:
/
2nd:
/
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:
SPELLCASTING
[+instructions]

Constructed Resilience.

You were created to have remarkable fortitude, represented by the following benefits:
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
You don’t need to eat, drink, or breathe.
You are immune to disease.
You don't need to sleep, and magic can't put you to sleep.

Sentry's Rest.

When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Integrated Protection.

Your body has built-in defensive layers, which can be enhanced with armor.
You gain a +1 bonus to Armor Class.

You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way. While you live, your armor can't be removed from your body against your will.

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.

Constructed Resilience.

You were created to have remarkable fortitude, represented by the following benefits:
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
You don’t need to eat, drink, or breathe.
You are immune to disease.
You don't need to sleep, and magic can't put you to sleep.
Sentry's Rest.

When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Integrated Protection.

Your body has built-in defensive layers, which can be enhanced with armor.
You gain a [+1] bonus to Armor Class.
You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way. While you live, your armor can't be removed from your body against your will.

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.

FEATURES & TRAITS
d8
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
2
Light Hammer
4
1
Light Crossbow
5
20
Crossbow Bolt
1.5
1
Scale Mail
45
1
Thieves' Tools
1
1
Dungeoneer's Pack
61.5
Total: 118.5 lbs
EQUIPMENT
CP
0
SP
0
EP
0
GP
25
PP
0
WEALTH
Proficiencies: Light armor, medium armor, shields, Simple weapons, Thieves’ tools, tinker’s tools, Glassblower's, Jeweler's tools, Cartographer's tools, Woodcarver undercommon, common, Dwarvish
PROFICIENCIES & LANGUAGES
I think anyone who's nice to me is hiding evil intent.
PERSONALITY TRAITS
Glory. I must earn glory in battle, for myself and my clan. (Any)
IDEALS
I'm trying to pay off an old debt I owe to a generous benefactor.
BONDS
I'm quick to assume that someone is trying to cheat me.
FLAWS
 
She was born into a rich family. Her homeland was ravaged by war and she spent much of her life rebuilding it. She has drifted from career to career and currently works as a Servant.
DESCRIPTION & EXTRA INFO

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