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5th Edition Character Sheet
Skills
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&
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[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.
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[b]Artificer - Artillerist[/b]
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[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]
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[b]YOUR MAIN ABILITY;
ELDRICH CANNON[/b]
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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&
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Their contribution stands as a beacon of hope for all adventurers!
