5th Edition Character Sheet
Skills
[+] | Name | Bonus | Damage / Type | Range |
---|---|---|---|---|
Thunder Gauntlers | +6 | 1d8 +4 Lightning | 5 | |
Light Crossbow | +4 | 1d8 +2 Piercing | 80/320 | |
Dagger | +4 | 1d4 +2 Piercing | 20/60 | |
Lightning Launcher | +5 | 2d6 +3 Lightning | 90/300 |
+5(atk)
Spells
Cantrip Booming Blade (action)- You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
Cantrip Guidance (action)- You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
1st Cure Wounds (action)- A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. (Increases by 1d8 every spell slot above 1)
1st Magic Missile (action, 120ft)- You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several. (Adds another dart for every spell slot above 1)
1st Thunderwave (action, 15 ft cube)- A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. (Adds 1d8 for every spell slot above 1)
[b]Spells[/b]
[b]Cantrip Booming Blade[/b] (action)- You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes [1d8] thunder damage, and the spell ends.
[b]Cantrip Guidance[/b] (action)- You touch one willing creature. Once before the spell ends, the target can roll a [d4] and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
[b]1st Cure Wounds[/b] (action)- A creature you touch regains a number of hit points equal to [1d8] + your spellcasting ability modifier. (Increases by [1d8] every spell slot above 1)
[b]1st Magic Missile[/b] (action, 120ft)- You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals [1d4+1] force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several. (Adds another dart for every spell slot above 1)
[b]1st Thunderwave[/b] (action, 15 ft cube)- A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes [2d8] thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. (Adds [1d8] for every spell slot above 1)
{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.
{Armoured Artificer}
Magical Tinkering: At 1st level, you've learned how to invest a spark of magic into mundane objects. 10ft emitted light, plays 6 second recorded message when touched, constantly produces odor of my choice perceivable to 10 ft away, static visual such as writing or image-max 25 words per object
Infuse Item: At 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.-Enhanced Defense: A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item. Bonus becomes +2 at lvl 10 Used on Ami’s Chestplate
-Enhanced Weapon: (simple or martial weapon) This magic weapon grants a +1 bonus to attack and damage rolls made with it. Bonus becomes +2 at lvl 10 Used on Thunder Gauntlets -NOT Lightning Launcher
-Armour of Maniacal Strength: This armour has 6 charges. When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
-Returning Weapon: (must be a simple or martial weapon with the thrown property) This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.
Arcane Armor: Beginning at 3rd level, your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith's tools in hand.Arcane Armor has no Strength requirement and can be used as a spellcasting focus in D&D. It conforms with the wearer and can't detach against the Armorer's will, but can be removed with an action
Defensive Field:As a bonus action, you can gain temporary hit points equal to your level in this class. This can be used once for every proficiency bonus you have.
[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.
[b]{Armoured Artificer}[/b]
[b]Magical Tinkering:[/b] At 1st level, you've learned how to invest a spark of magic into mundane objects. 10ft emitted light, plays 6 second recorded message when touched, constantly produces odor of my choice perceivable to 10 ft away, static visual such as writing or image-max 25 words per object
[b]Infuse Item:[/b] At 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.
[b]-Enhanced Defense:[/b] A creature gains a [+1] bonus to Armor Class while wearing (armor) or wielding (shield) the infused item. Bonus becomes [+2] at lvl 10 [b]Used on Ami’s Chestplate[/b]
[b]-Enhanced Weapon:[/b] (simple or martial weapon) This magic weapon grants a [+1] bonus to attack and damage rolls made with it. Bonus becomes [+2] at lvl 10 [b]Used on Thunder Gauntlets -NOT Lightning Launcher[/b]
[b]-Armour of Maniacal Strength:[/b] This armour has 6 charges. When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
[b]-Returning Weapon:[/b] (must be a simple or martial weapon with the thrown property) This magic weapon grants a [+1] bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.
[b]Arcane Armor:[/b] Beginning at 3rd level, your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith's tools in hand.
Arcane Armor has no Strength requirement and can be used as a spellcasting focus in D&D. It conforms with the wearer and can't detach against the Armorer's will, but can be removed with an action
[b] Defensive Field:[/b]As a bonus action, you can gain temporary hit points equal to your level in this class. This can be used once for every proficiency bonus you have.
Scale Mail (Arcane Armour)
Dagger x2
Light Crossbow
Dungoneer’s Pack
Thieves’ Tools
Smith’s Tools
Fine Clothes
Astral Fishing Kit
Spell Scroll -Create/Destroy Water
Cargo Bay:
10lbs of Steel Scrap
The Zodar
Joe (Porcelain Figure)
4 Single Fish, 2 Trash Fish
Languages: Common, Primordial
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