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5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Generate Character
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Campaign Manager
Natalie
Character Name
Artificer 3
Class & Level
Criminal
Background
human
Race
Chaotic Good
Alignment
Experience
Female
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
-1
9
8
+
1
(Race)
DEXTERITY
+2
14
13
+
1
(Race)
CONSTITUTION
+2
15
14
+
1
(Race)
INTELLIGENCE
+3
16
15
+
1
(Race)
WISDOM
+0
11
10
+
1
(Race)
CHARISMA
+1
13
12
+
1
(Race)
ARMOR CLASS
14
INITIATIVE
+
5
PROFICIENCY
+
2
2
+
PERCEPTION
1010
+
SPEED
30
HIT POINTS
Max:
27
27
TEMP HP
POINT BUY
Standard
Picture URL:
Token URL:
-1 -1
+
Strength
+
Dexterity
+
Constitution
+
Intelligence
+
Wisdom
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
+
Animal Handling (Wis)
+
Arcana (Int)
-1 -1
+
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
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
KNOWN
13
DC
Cast Mod
Cantrip:
3
/
3
1st:
/
2nd:
/
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:
Cantrip - Fire Bolt: (120ft+Action)
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. [1d20+]spellcasting mod to hit
- On a hit, the target takes 1d10 fire damage.

- A flammable object hit by this spell ignites if it isn’t being worn or carried.

Cantrip - Mending: (Touch, Action, Instantaneous)
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin.
- As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
- This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

- If the Mending spell is cast on your Steel Defender, it regains 2d6 hit points.


1st Lvl - Cure Wounds: (Touch, Action, Instantaneous)
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier.

- This spell has no effect on undead or constructs.

1st Lvl - Tasha's Caustic Brew: (Self-30ft line, Action, Concentration- up to 1 minute)
A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose.
- Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature.
- A creature covered in the acid takes 2d4 acid damage at the start of each of its turns.

At Higher Levels. When you cast this spell using a spell slot 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.

1st Lvl - Shield: (Self, Reaction, 1 round)

Until the start of your next turn, you have a +5 bonus to AC

1st Lvl - Purify Food and Drink: (10ft, Action, Instantaneous)

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

1st Lvl - Alarm: (30ft, Action, 8hrs)
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube.
-Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area.
-When you cast the spell, you can designate creatures that won’t set off the alarm.
-You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
[b]Cantrip - Fire Bolt:[/b] (120ft+Action)
You hurl a mote of fire at a creature or object within range. Make a [i]ranged spell attack[/i] against the target. [b][1d20+]spellcasting mod to hit[/b]
- On a hit, the target takes [1d10] fire damage.
- A flammable object hit by this spell ignites if it isn’t being worn or carried.

[b]Cantrip - Mending: [/b](Touch, Action, Instantaneous)
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin.
- As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
- This spell can physically repair a magic item or construct, but [b]the spell can’t restore magic[/b] to such an object.
- [b]If the Mending spell is cast on your Steel Defender, it regains [2d6] hit points.[/b]


[b]1st Lvl - Cure Wounds:[/b] (Touch, Action, Instantaneous)
A creature you touch regains a number of hit points equal to [1d8] + your spellcasting ability modifier.
- This spell has no effect on undead or constructs.

[b]1st Lvl - Tasha's Caustic Brew:[/b] (Self-30ft line, Action, Concentration- up to 1 minute)
A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose.
- Each creature in the line must succeed on a [b]Dexterity saving throw[/b] or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature.
- A creature covered in the acid takes [b][2d4] acid damage[/b] at the [i]start[/i] of each of its turns.
At Higher Levels. When you cast this spell using a spell slot 2nd level or higher, the damage increases by [2d4] for each slot level above 1st.

[b]1st Lvl - Shield:[/b] (Self, Reaction, [b]1 round[/b])
Until the start of your next turn, you have a [+5] bonus to AC

[b]1st Lvl - Purify Food and Drink:[/b] (10ft, Action, Instantaneous)
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

[b]1st Lvl - Alarm:[/b] (30ft, Action, 8hrs)
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube.
-Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area.
-When you cast the spell, [b]you can designate creatures that won’t set off the alarm.[/b]
-[b]You also choose whether the alarm is mental or audible.[/b]
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
SPELLCASTING
[+instructions]
FEATURES & TRAITS
d8
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
3
Dagger
1
1
Sickle
2
1
Light Crossbow
5
2
Thieves' Tools
1
1
Dungeoneer's Pack
61.5
1
Studded Leather Armor [12+Dex]
13
1
Crowbar
5
2
Pouch
1
1
Traveler's Clothes
4
Total: 97.82 lbs
EQUIPMENT
CP
0
SP
0
EP
0
GP
16
PP
0
WEALTH
Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons, Thieves tools, Tinkers tools, Smith tools, Carpenters tools.
PROFICIENCIES & LANGUAGES
PERSONALITY TRAITS
IDEALS
BONDS
FLAWS
 
[b]Infusions Known[/b]
Replicate Magic Item
Returning Weapon
Mind Sharpener
Enhanced Weapon
DESCRIPTION & EXTRA INFO
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