Rusty
Archaeologist
Background
Artificer
Class
Warforged
Species
Artillerist
Subclass
3
Level
Xp
Armour
Class
16Shield
Hit Points
Current
Temp
27Max
Hit Dice
Spent
3d8Max
Death
Saves
Successes
Failures
Exhaustion
Proficiency Bonus
2
Strength
-1
8
Saving Throw
+1Athletics
Dexterity
+3
16
Saving Throw
+5Acrobatics Sleight of Hand Stealth
Constitution
+2
14
+4Saving Throw
Heroic Inspiration
Intelligence
+3
17
+5Saving Throw
+5Arcana+5History+5Investigation Nature Religion
Wisdom
+0
10
Saving Throw
Animal Handling Insight Medicine+2Perception+2Survival
Charisma
-1
8
Saving Throw
Deception+1Intimidation Performance Persuasion
Equipment Training & Proficiencies
Armor Training
Light
Medium
Heavy
Shields
Weapons
Tools
Cartographer's Tools, Thieves' Tools, Tinker's Tools, Smith's Tools, Navigator's Tools, Woodcarver's Tools
Languages
Common, Elvish
Initiative
+3Speed
30 ft.Size & Type
Medium HumanoidPassive Perception
12Weapons & Damage Cantrips
| Name | Atk / DC | Damage & Type | Notes |
|---|---|---|---|
| Heavy Crossbow | +5 | 1d10+3 Piercing | Ammunition (80/320 bolt), 2-handed, Loading |
| Dagger | +5 | 1d4+3 Piercing | Finesse, Light, Thrown (range 20/60) |
| Fire Bolt | +5 | 1d10 Fire | 120 ft range |
Resources
Tinker's Magic[Long Rest]
Invoke cannon[Long Rest]
Class Features
Tinker's Magic.(Action) While holding Tinker's Tools, you can create one item in an unoccupied space within 5 ft of yourself. Choose the item from the Tinker's Magic List (find them in the next sheet). The items last until you finish a Long Rest
Replicate Magic Item.
You have learned arcane plans that you use to make magic items.
On finishing a Long Rest, you can create 1 or 2 different magic items from these plans. The items last until you die. You can only have 2 such created magic items at any given point, creating another one will make the oldest one vanish.
You know the following plans:
- Rope of Climbing
- Goggles of Night
- Wand of Secrets
- Repeating Shot
Wand Crafting. When you craft a magic Wand, the amount of time required to craft is halved
Eldritch Canon.(Action)
Once per Long Rest or spend spell slots for additional invocations.
Using Smith's Tools, or Woodcarver's Tools, you create a Small or Tiny Eldritch Canon in an unoccupied space on a horizontal surface within 5 ft.
(Cannon's stats in additional sheet). You determine its appearance and whether you carry it or not (and your choice of legs or wheels for it in that case).
It disappears if reduced to 0 Hit Points or after 1 hour, or if you decide early with an Action. You can have only one canon alive at a time.
Species Traits
Construct resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.
Integrated Protection. You have +1 AC (already considered in this sheet). Your armour can't be removed against your will
Sentry's Rest. You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 6hrs if you spend that time inactive and motionless. You appear inert but are still conscious.
Specialized Design. You gain one skill proficiency and one tool proficiency of your choice (already considered in this sheet)
Tireless. You don't need to consume water, food, and don't need to breathe
Feats
Skilled. You have additional proficiency in any combination of 3 skills or tools (already considered in this sheet)
Intelligence
Spellcasting Ability
Spellcasting Modifier+3
Spell Save DC13
Spell Attack Bonus+5
Spell Save DC13
Spell Attack Bonus+5
Number of Prepared Spells: 4
Spell Slots
Level 1
Spells
| Prep | Level | Name | Casting Time | Range | Duration | Concentration, Ritual & Material consumed | Notes |
|---|---|---|---|---|---|---|---|
| 0 | Fire Bolt | Action | 120 ft | Instantaneous | C R M | V,S | |
| 0 | Mending | 1 minute | Touch | Instantaneous | C R M | V,S | |
| 0 | Shocking Grasp | Action | Touch | Instantaneous | C R M | V,S | |
| AP | 1 | Shield | Reaction | Self | 1 round | C R M | V,S |
| AP | 1 | Thunderwave | Action | Self | Instantaneous | C R M | V,S |
| 1 | Alarm | 1 minute or Ritual | 30 ft | 8 hours | C R M | V,S | |
| 1 | False Life | Action | Self | Instantaneous | C R M | V,S | |
| 1 | Feather Fall | Reaction | 60 ft | 1 minute | C R M | V | |
| 1 | Grease | Action | 60 ft | 1 minute | C R M | V,S | |
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Notes
Item list for Tinker's Magic
Ball bearings, Basket, Bedroll, Bell, Blanket, Block & Tackle, Glass bottle, Bucket, Caltrops, Candle, Crowbar, Flask,
Grappling Hook, Hunting trap, Jug, Lamp, Manacles, Net, Oil, Paper, Parchment, Pole, Pouch, Rope, Sack, Shovel, Iron
spikes, String, Tinderbox, Torch, Vial
Appearance
Warforged are mechanical beings built as weapons to fight in the Last War.
You comprise a blend of organic and inorganic materials.
Rootlike chords infused with alchemical fluids serve as your muscles, wrapped around a framework of steel, darkwood, or stone
Backstory & Personality
Archaeologist. You've made a lifelong study of the lost and fallen cultures of the past. Perhaps you have studied at Morgrave University or similar institutions. Or perhaps you have made it your mission to dig through the remains of the Last War
Equipment
Backpack, Caltrops, Crowbar, Rope, Tinderbox
Navigator's Tools, Tinker's Tools, Woodcarver's Tools
Studded Leather Armour
Light Crossbow, Dagger
Crossbow bolts = 20
Oil flasks = 2
Torches = 10
Magic Item Attunement
Coins & Treasure
CP
SP
EP
GP
PP