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5th Edition Character Sheet

Create and save a character sheet for 5e D&D. You can assign it to a campaign if you create or join one, for your DM and other players to see. 2024 Edition Here.

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Attacks | Spells | Features & HD | |
[+]
Generate Character
[+]
Campaign Manager
Fitz
Character Name
Artificer 3
Class & Level
Criminal
Background
Human
Race
Lawful Neutral
Alignment
Experience
Female
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+1
13
12
+
1
(Race)
DEXTERITY
+3
16
15
+
1
(Race)
CONSTITUTION
+2
14
13
+
1
(Race)
INTELLIGENCE
+0
11
10
+
1
(Race)
WISDOM
+2
15
14
+
1
(Race)
CHARISMA
-1
9
8
+
1
(Race)
ARMOR CLASS
17
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
PERCEPTION
1212
+
SPEED
40 ft
HIT POINTS
Max:
22
22
TEMP HP
POINT BUY
Standard
Picture URL:
Token URL:
3 +3
+
Strength
+
Dexterity
+
Constitution
+
Intelligence
+
Wisdom
-1 -1
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
+
Animal Handling (Wis)
+
Arcana (Int)
+
Athletics (Str)
-1 -1
+
Deception (Cha)
+
History (Int)
+
Insight (Wis)
-1 -1
+
Intimidation (Cha)
+
Investigation (Int)
+
Medicine (Wis)
+
Nature (Int)
+
Perception (Wis)
-1 -1
+
Performance (Cha)
-1 -1
+
Persuasion (Cha)
+
Religion (Int)
+
Sleight of Hand (Dex)
+
* Stealth (Dex)
+
Survival (Wis)
+
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
KNOWN
13
DC
Cast Mod
1d4
Martial Arts
3
/
3
Ki Points
/
/
/
/
/
/
/
/
SPELLCASTING
[+instructions]

Plasmoid


Amorphous:

-You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You also have advantage on ability checks you make to initiate or escape a grapple.

Natural Resilience:

-You have resistance to acid and poison damage, and you have advantage on saving throws against being poisoned.

Shape Self:

-As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. As part of the same bonus action, you can use this pseudopod to manipulate an object, open or close a door or container, or pick up or set down a Tiny object. The pseudopod contains no sensory organs and can’t attack, activate magic items, or lift more than 10 pounds.


Artificer - Artillerist


Artillerist Spells:
-You gain the option to select two spells that aren't typically on the Artificer table. theyre good options, but if you already have spells picked dont bother changing them. The current ones available to you are:
-Shield

-Thunderwave



YOUR MAIN ABILITY;
ELDRICH CANNON


At 3rd level, you've learned how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand. Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot to create one.

You can have only one cannon at a time and can't create one while your cannon is present.

The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. (15)It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.

When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.

https://cdn.discordapp.com/attachments/920411846119403603/1196959236576522350/image.png?ex=65b98628&is=65a71128&hm=58d73a24a8b47f092f9a6327373bc46ac0baa53443c51582aaa9d83b4ea2ae0e&

[b]Plasmoid[/b]

---

[b]Amorphous: [/b]
-You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You also have advantage on ability checks you make to initiate or escape a grapple.

[b]Natural Resilience:[/b]
-You have resistance to acid and poison damage, and you have advantage on saving throws against being poisoned.

[b]Shape Self:[/b]
-As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. As part of the same bonus action, you can use this pseudopod to manipulate an object, open or close a door or container, or pick up or set down a Tiny object. The pseudopod contains no sensory organs and can’t attack, activate magic items, or lift more than 10 pounds.

---

[b]Artificer - Artillerist[/b]
---

[b]Artillerist Spells:[/b]
-You gain the option to select two spells that aren't typically on the Artificer table. theyre good options, but if you already have spells picked dont bother changing them. The current ones available to you are:
[b]-Shield
-Thunderwave[/b]

---
[b]YOUR MAIN ABILITY;
ELDRICH CANNON[/b]
---

At 3rd level, you've learned how to create a magical cannon. Using woodcarver's tools or smith's tools, [b]you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you.[/b] A Small eldritch cannon occupies its space, and a [b]Tiny one can be held in one hand.[/b] Once you create a cannon, you can't do so again until you [b]finish a long rest or until you expend a spell slot to create one.[/b]
You can have only one cannon at a time and can't create one while your cannon is present.

The cannon is a magical object. Regardless of size, [b]the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. (15)[/b]It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains [2d6] hit points. [b]It disappears if it is reduced to 0 hit points or after 1 hour.[/b] You can dismiss it early as an action.

When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. [b]On each of your turns, you can take a bonus action to cause the cannon to activate[/b] if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to [b]15 feet[/b] to an unoccupied space, provided it has legs.

https://cdn.discordapp.com/attachments/920411846119403603/1196959236576522350/image.png?ex=65b98628&is=65a71128&hm=[58d73]a24a8b47f092f9a6327373bc46ac0baa53443c51582aaa[9d83]b4ea2ae0e&
FEATURES & TRAITS
3d8
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Total: 0 lbs
EQUIPMENT
CP
0
SP
0
EP
0
GP
0
PP
0
WEALTH
PROFICIENCIES & LANGUAGES
PERSONALITY TRAITS
IDEALS
BONDS
FLAWS
 
Born in the north to a Map Maker, Dadalan learned a great deal about his mother's area of expertise. When Dadalan reached his early adolescence his Dragonborn mother passed away. Feeling disconnected from the small nearby village afterwards, he decided to travel. His rounds led him into the Army with a few individuals who would become his life-long companions. He was recently attacked on the road and savagely beaten by bandits.
DESCRIPTION & EXTRA INFO
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