Sunteți pe pagina 1din 4

Current Standard CS v1.

4
Artificer 5 House Scion Exthalion
CLASS & LEVEL BACKGROUND PLAYER NAME
Amranth d'Cannith
Cannith Human Lawful Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

8 -1
-1
SAVING THROW
ATHLETICS
17
ARMOR
INSPIRATION

CLASS
-1 CONDITIONS BOONS
I hold myself and anyone I work with to extremely high
standards
STRENGTH

+2 TEMP HP
30 PERSONALITY TRAITS
2 SAVING THROW INITIATIVE SPEED
14
2
2
ACROBATICS
SLEIGHT OF HAND
Current
38 38 SUCCESSES
Common Good: My house servs a vital function, and its
prosperity will help everyone
2 2 STEALTH 5d8 CURRENT MAXIMUM
FAILURES

DEXTERITY HIT DICE HIT POINTS HIT POINTS DEATH SAVES


IDEALS

NAME ATK BONUS DAMAGE/TYPE My house is my family, and I would do anything for my
2 SAVING THROW
14 family
Crossbow, light +4 1d8+2

2 Dagger +1 1d4+2 BONDS


CONSTITUTION
I'm working for a hidden faction in my house that gives
me secret assignments
6
16 ◆ SAVING THROW
● 9 ARCANA
6 FLAWS
● HISTORY
3 ● 6
3
INVESTIGATION
INTELLIGENCE NATURE
3
Armor: light armor, medium armor, and shields
RELIGION
Weapons: All simple weapons and hand crossbows
4
12 ◆ SAVING THROW Tools: Alchemist's supplies, Artificer's Tools, Mason's Tools,
1
ANIMAL HANDLING Tinker's tools
● 4 INSIGHT
1 1
4
MEDICINE
Saving Throws: Intelligence, Wisdom

Skills: Arcana, History, Insight, Investigation, Perception


WISDOM ● PERCEPTION
1
SURVIVAL Languages: Common, Giant

0 SAVING THROW PROFICIENCIES & LANGUAGES


10
0 DECEPTION
0 INTIMIDATION Artisan's Intuition. When you make an ability check with
0 0
0
PERFORMANCE ATTACKS & SPELLCASTING artisan's tools, roll 1d4 and add it to the result.

CHARISMA PERSUASION Maker's Gift. You know the cantrip mending and gain
Infusion ● proficiency with one type of artisan's tools.

Magecraft. You can create a temporary magic item out of


3 PROFICIENCY BONUS common materials. Choose a cantrip from the wizard spell
list. Describe the item connected to it. As long as you
possess the item, you know that cantrip. At the end of a long
rest, you can replace it with a new item and select a new
cantrip from the wizard spell list. Intelligence is your
14 PASSIVE WISDOM (PERCEPTION)
spellcasting ability for these cantrips.

Spellsmith. You can spend one minute to weave a


temporary enchantment into a nonmagical suit of armor or
CURRENT WEIGHT
120 MAX WEIGHT
weapon. For the next hour the object becomes a magic item,
gaining a +1 bonus to AC if it is armor or a +1 bonus to hit
CLASS RESOURCES, AMMO & CHARGES and damage if it is a weapon. Once you use this trait, you
can't use it again until you finish a long rest.

Dagger Alchemist's Supplies Favored In House: As long as you remain in contact with
CP Half Plate armor your House's upper echelons, you have access to influential
Light Crossbow + 20 bolts Identification Papers marking you as a member of House political figures directly through the House and need not
Cannith donate money or magic items to gain an audience with
Artificer's Tools them. Furthermore, the House supports you with a wealthy
SP Raw materials required to make custom A set of fine clothes lifestyle atno cost to yourself. These perks come with a cost,
spellcasting foci that do not have a cost however. As your influence grows, the requests for favors
Belt Pouch start to go both ways. If you decline a request or fail to keep
Inventor's pack: Includes a backpack, a promise, you may find yourself quickly ostracized. Too
EP blanket, an abacus, a bag of 1000 ball Leather Armor (In Storate at Wayfinder HQ) many shirked responsibilities may find you excoriated.
bearings, a bag of 20 caltrops, a bell, block
and tackle, 5 candles, 5 pieces of chalk, a
crowbar, 10 feet of string, a glass bottle and
GP 15 2 glass vials, a hammer, an ink bottle, an ink
pen, 5 sheets of parchment, 5 empty belt
pouches, a tinderbox, a whetstone, and a
PP nonmagical wand. The pack also has 50 feet
of hempen rope strapped to the side of it.
EQUIPMENT EQUIPMENT CONT. FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
32 5'11 160lb
AGE HEIGHT WEIGHT
Amranth d'Cannith
Grey Tan Iron Grey
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Amranth was born in Cyre, but he was never really Cyrean.


Was was Cannith, and Cannith was more than any nation.

As a child, Amranth was everything an heir of making


should be. His parents were accomplished in their own
rights, his mother sat on the Gorgon's council and his father
was a noted alchemist. They each bore strong marks and
came from lines known for their strong marks. As their first
child, Amranth had the best tutors and education available
in the heart of Cannith's power. He absorbed everything he
was taught swiftly, showing real promise as a true innovator
and artisan. Then came the Test of Syberis. It should have
been a foregone conclusion. Celebrations were planned and
invitations to the lords of Cannith and nobility of Cyre were
arranged. Amranth failed.

The story was common, even among the blood of Cannith


marks were far from ubiquitous. Many even among the
leadership of the house were unmarked. Yet to his family
the shame of Amranth's failure would never fade. Even
when his younger siblings succeeded, all their marks could
not cover up the empty place where his should have been.

When Amranth announced his intention to join an expedition


to Xen'drik there was gossip that he wished to die or win
fame enough to make up for the disappointment he was his
family. Many, colleagues and friends both, tried to dissuade
him. He had nothing to prove, they said, he was a fine scion
of Making already. Yet he went regardless. ADDITIONAL FEATURES & TRAITS
He spent several months in Zil'argo as supplies were
assembled and they waited for the weather to become
favorable. He made the acquaintance of many talented
artificers of that land but that brief period of safety and
happy collaboration ended swiftly.

Amranth spent many years in Xen'drik, learning much and


reporting it all back to the eager antiquarians and theoretical
magicians in Making, Eston, and elsewhere. A bead of tar
that would purify a barrel of water of all foulness, mixtures of
nuts and fruit small enough to fit in the palm but able to feed
a grown man for a day, extracts from boneless creatures off
the coasts that staved off the dementia of old age; these
were but a fraction of what he delivered. Samples of golden
alloy equal to mithral and relics of crimson glass able to
assume the shape of any weapon, etchings of spells no
wizard could scribe, even cargos of dragon shards all flowed
to Whitehearth to the delight of the Cannith lords.

With the teachings of his house and ancient techniques


learned or stolen from the ruins of giants and drow Amranth
became a skillful artificer in his own right. So successful
were his own forays into the jungles that for a decade to
carry something he made on an expedition has been
CHARACTER BACKSTORY
considered lucky and many adventurers and fortune
OTHER
seekers still trade treasures for a stoppered potion or pair of
boots he crafted years ago. TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Artificer/Intelligence 13 +5
Prepared Spells Spell Save DC Spell Attack
SPELLCASTING Total Bonus
CLASS/ABILITY

0 CANTRIPS 3 2 ● ●
6
Mending Dispel Magic

Improvised Wand (radiant, psychic, thunder) Melf's Minute Meteors

Prestidigitation
Mold Earth
Guidance

SPELL
LEVEL
SLOTS TOTAL SLOTS REMAINING

1 4 ● ● ● ●
7
EPAR
SPELL NAME
ED
PR

● Identify

● Spell-Storing Item
4
● Magecraft

● Detect magic
SPELLS KNOWN

● Catapult

● Absorb Elements

● Emergency Repair

2 3 ● ● ●

● Enhanced Ability

● Spiritual weapon

● Locate Object
5
● Knock

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
COMPANIONS, FAMILIARS,
AND PETS.

CLASS & LEVEL RELATIONSHIP ROLE

NAME RACE ALIGNMENT EXPERIENCE POINTS

NAME ATK BONUS DAMAGE/TYPE

ARMOR
CLASS

-5 -5
CONDITIONS BOONS

STRENGTH DEXTERITY TEMP HP

INITIATIVE SPEED

Current SUCCESSES

FAILURES

-5 -5 HIT DICE
CURRENT
HIT POINTS
MAXIMUM
HIT POINTS DEATH SAVES
CONSTITUTION INTELLIGENCE
ATTACKS & SPELLCASTING

CP

-5 -5 CLASS RESOURCES, AMMO & CHARGES


SP

WISDOM CHARISMA

EP

PASSIVE WISDOM
(PERCEPTION)
GP

PP
CURRENT WEIGHT
0 MAX WEIGHT

PROFICIENCIES & LANGUAGES


FEATURES & TRAITS EQUIPMENT

CLASS & LEVEL RELATIONSHIP ROLE

NAME RACE ALIGNMENT EXPERIENCE POINTS

NAME ATK BONUS DAMAGE/TYPE

ARMOR
CLASS

-5 -5 CONDITIONS BOONS

STRENGTH DEXTERITY TEMP HP

INITIATIVE SPEED

Current SUCCESSES

FAILURES

-5 -5 HIT DICE
CURRENT
HIT POINTS
MAXIMUM
HIT POINTS DEATH SAVES
CONSTITUTION INTELLIGENCE
ATTACKS & SPELLCASTING

CP

-5 -5 CLASS RESOURCES, AMMO & CHARGES


SP
WISDOM CHARISMA

EP

PASSIVE WISDOM
(PERCEPTION)
GP

PP
CURRENT WEIGHT
0 MAX WEIGHT

PROFICIENCIES & LANGUAGES


FEATURES & TRAITS EQUIPMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

S-ar putea să vă placă și