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5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Logan Refilheim
Character Name
Artificer 1
Class & Level
Haunted One
Background
Dhampir
Race
Neutral Good
Alignment
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+1
12
12
+
0
(Race)
DEXTERITY
+2
15
14
+
1
(Race)
CONSTITUTION
+1
13
13
+
0
(Race)
INTELLIGENCE
+3
17
15
+
2
(Race)
WISDOM
+0
10
10
+
0
(Race)
CHARISMA
-1
8
8
+
0
(Race)
ARMOR CLASS
16
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
PERCEPTION
1212
+
SPEED
35 ft
HIT POINTS
Max:
13
13
TEMP HP
POINT BUY
Standard
Picture URL:
Token URL:
1 +1
+
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)
+
2
* Stealth (Dex)
+
Survival (Wis)
+
2
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
/
/
/
/
/
/
/
/
/
[spell]Guidance[/spell]
[b][spell]Magic Stone[/spell][/b]
[spell]Tasha's Caustic Brew[/spell]
[b][spell]Grease[/spell][/b]
[spell]Expeditious Retreat[/spell]
SPELLCASTING
[+instructions]
Class


Magical Tinkering


At 1st level, you learn 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.

[b]Class[/b]
---
[b]Magical Tinkering[/b]
---
At 1st level, you learn 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.
1
Backpack
5
1
Common Clothes
3
1
Thieves' Tools
1
20
Crossbow Bolt
0.075
1
Light Crossbow
5
1
Crowbar
5
1
Dagger
1
1
Hammer
3
1
Light Hammer
2
10
Piton
0.25
10
Rations (1 day)
2
1
Hempen Rope (50 feet)
10
1
Scale Mail [14+Dex(2)]
45
1
Tinderbox
1
10
Torch
1
1
Waterskin
5
Total: 120 lbs
EQUIPMENT
CP
0
SP
0
EP
0
GP
0
PP
0
WEALTH
[]Proficiencies
--- Tools
Carpenter's Tools
Thieves' Tools
Tinker's Tools

--- Armor
Light
Medium
Shields

--- Weapons
Firearms (GM discretion)
Simple

[]Languages
Abyssal
Draconic
Celestial
Common
PROFICIENCIES & LANGUAGES
I refuse to become a victim, and I will not allow other to be victimized.
PERSONALITY TRAITS
I like to know my enemy's capabilities and weaknesses before rushing into battle. (Lawful)
IDEALS
There is evil in me, I can feel it. It must never be set free.
BONDS
I feel no compassion for the dead. They're the lucky ones.
FLAWS
 
It was late in life that Logan even learned of Dhampir and that he was one. Many years went by, and the thought that his odd diet of raw, bloody meats never struck him as odd since that was the only thing he could stomach. After finding out about his lineage, he endeavored to find a way to remove this "affliction" from himself and those who wished it expunged. He made friends with Vampire Hunters, intelligent undead, and many other strange creatures, but he never found an answer. So, he stole away to research what he could, and now finds himself looking for answer that may save him.
DESCRIPTION & EXTRA INFO
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