4L1A
13
51
30
8
10
15
18
10
14
Save mods:
-1
0
5
7
0
2
Arcana
+7
History
+7
Investigation
+7
Perception
+3
Sleight of hand
+3
Poison
common
+3
Construct Resilience
You have Resistance to Poison damage. You also have Advantage on saving throws to avoid or end the Poisoned condition.
Integrated Protection
You gain a +1 bonus to your Armor Class. In addition, armor you have donned can’t be removed against your will while you’re alive
Sentry’s Rest
You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 6 hours if you spend those hours in an inactive, motionless state. During this time, you appear inert but remain conscious.
Tireless
You don’t gain Exhaustion levels from dehydration, malnutrition, or suffocation
Quick Ritual [ ]
With this benefit, you can cast a Ritual spell that you have prepared using its regular casting time rather than the extended time for a Ritual. Doing so doesn't require a spell slot. Once you cast the spell in this way, you can't use this benefit again until you finish a Long Rest.
Arcane Firearm
When you finish a Long Rest, you can use Woodcarver’s Tools to carve special sigils into a Rod, Staff, Wand, or Martial Ranged weapon and thereby turn it into your Arcane Firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely. You can use your Arcane Firearm as a Spellcasting Focus for your Artificer spells. When you cast an Artificer spell through the firearm, roll 1d8, and you gain a bonus to one of the spell’s damage rolls equal to the number rolled.
Replicate Magic Item
On a long rest, you can create up to three Magic Items from your known plans. You can't have more than 3 Magic Items created with Replicate Magic Item
Plans Known
Spellcasting
Prepared Spells:
Cantrips (at Will)
Artificer:
Sorcerer:
Magic Initiate - Wizard:
1st level (4 slots) [ ] [ ] [ ] [ ]
Artificer:
Sorcerer:
Ritual Caster:
Magic Initiate:
(one free cast) Magic Missile [ ]
2nd level (3 slots) [ ] [ ] [ ]
Artificer:
Actions
Eldritch Cannon [ ]
Transmute Magic Item [ ]
As a Magic action, you can touch one magic item within 5 feet of yourself that you created with Replicate Magic Item and transform it into a different magic item. The resulting item must be based on a magic item plan you know. Once you use this feature, you can’t do so again until you finish a Long Rest.
Bonus Actions
Innate Sorcery [ ] [ ]
Charge Magic Item
As a Bonus Action, you can touch a magic item within 5 feet of yourself that you created with Replicate Magic Item and that uses charges. You expend a level 1+ spell slot and recharge the item. The number of charges the item regains is equal to the level of spell slot expended.
Drain Magic Item [ ]
As a Bonus Action, you can touch a magic item within 5 feet of yourself that you created with Replicate Magic Item and cause the item to vanish, converting its magical energy into a spell slot. The slot is level 1 if the item is Common or level 2 if the item is Uncommon or Rare. Once you use this feature, you can’t do so again until you finish a Long Rest. Any spell slot you create with this feature vanishes when you finish a Long Rest.
Proficiencies
Armor Training
Light, Medium, Shield
Weapons
Simple
Tools
Smith's Tools, Calligrapher's Supplies, Thieves' Tools, Tinker's Tools, Carpenter's Tools, Woodcarver's Tools
Inventory
Quarterstaff
Melee Weapon, Gear. Versatile (One Handed, 1d6-1; Two Handed, 1d8-1) Bludgeoning
Robe
Studded Leather Armor
Light, AC 12 + Dex
Dagger
Light, Thrown (20/60). 1d4 Piercing
Backpack
A Backpack holds up to 30 pounds within 1 cubic foot. It can also serve as a saddlebag.
Torch (10)
A Torch burns for 1 hour, casting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. When you take the Attack action, you can attack with the Torch, using it as a Simple Melee weapon. On a hit, the target takes 1 Fire damage.
Calligrapher's Supplies
(Dexterity) Write text with impressive flourishes that guard against forgery (DC 15) | Craft (Ink, Spell Scroll)
Book
A Book contains fiction or nonfiction. If you consult an accurate nonfiction Book about its topic, you gain a +5 bonus to Intelligence (Arcana, History, Nature, or Religion) checks you make about that topic.
Parchment
One sheet of Parchment can hold about 250 handwritten words.
Thieves' Tools
(Dexterity) Pick a lock (DC 15), or disarm a trap (DC 15)
Tinker's Tools
(Dexterity) Assemble a Tiny item composed of scrap, which falls apart in 1 minute (DC 20) | Craft (Musket, Pistol, Bell, Bullseye Lantern, Flask, Hooded Lantern, Hunting Trap, Lock, Manacles, Mirror, Shovel, Signal Whistle, Tinderbox)
Dungeoneer's Pack
Contains Backpack, Caltrops, Crowbar, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin.
Caltrops
As a Utilize action, you can spread Caltrops from their bag to cover a 5-foot-square area within 5 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 15 Dexterity saving throw or take 1 Piercing damage and have its Speed reduced to 0 until the start of its next turn. It takes 10 minutes to recover the Caltrops.
Rations
Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See 'Malnutrition' in the rules glossary for the risks of not eating.
Tinderbox
A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch-or anything else with exposed fuel-takes a Bonus Action. Lighting any other fire takes 1 minute.
Waterskin
A Waterskin holds up to 4 pints
Wand of Magic Missiles [ ] [ ] [ ] [ ] [ ] [ ] [ ]