Father Hawthorne Level 6

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6th Sorcerer/Artificer Acolyte Tadpole :]

CLASS & LEVEL BACKGROUND PLAYER NAME


Hawthorne Garios
Winter Eladrin ??? N/A
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH

8 ARMOR
CLASS
+1 30
+3 PROFICIENCY BONUS INITIATIVE SPEED

-1 PERSONALITY TRAITS

Hit Point Maximum 36


-1 Strength
DEXTERITY

12 ●
+1

+4
Dexterity
Constitution
36
CURRENT HIT POINTS IDEALS
● +7 Intelligence

+1 -1 Wisdom

CONSTITUTION
+3 Charisma

SAVING THROWS
N/A
TEMPORARY HIT POINTS BONDS

13
Acrobatics (Dex) Total 6 SUCCESSES
+1 Animal Handling (Wis)
5d8 + 1d6 FAILURES

Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE Athletics (Str)

18 Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Darkvision - You can see in dim light within 60 feet of you as
if it were bright light and in darkness as if it were dim light.
Halberd of Warning +7 1d10 + 4 You discern colors in that darkness only as shades of gray.
+4 ● +2 Insight (Wis)
Fey Ancestory - You have advantage on saving throws you
Intimidation (Cha) Rifle +7 1d12 +4 make to avoid or end the charmed condition on yourself.
WISDOM ● +7 Investigation (Int) Fey Step - As a bonus action, you can magically teleport up
to 30 feet to an unoccupied space you can see. You can use
● +2 Medicine (Wis)
8 Nature (Int)
this trait a number of times equal to 3, and you regain all
expended uses when you finish a long rest. Your Fey Step
gains an additional effect based on your season; if the effect
requires a saving throw, the DC equals 14: When you use
● +2 Perception (Wis) your Fey Step, one creature of your choice that you can see
-1 within 5 feet of you before you teleport must succeed on a
Performance (Cha) Wisdom saving throw or be frightened of you until the end of
your next turn.
Persuasion (Cha)
CHARISMA
Shelter of the Faithful - As an acolyte, you command the
● +7 Religion (Int) respect of those who share your faith, and you can perform
16 Sleight of Hand (Dex)
the religious ceremonies of your deity. You and your
adventuring companions can expect to receive free healing
and care at a temple, shrine, or other established presence
Stealth (Dex) of your faith, though you must provide any material
+3 Survival (Wis)
components needed for spells. Those who share your
religion will support you (but only you) at a modest lifestyle.
You might also have ties to a specific temple dedicated to
SKILLS ATTACKS & SPELLCASTING your chosen deity or pantheon, and you have a residence
there. This could be the temple where you used to serve, if
you remain on good terms with it, or a temple where you
have found a new home. While near your temple, you can
17 PASSIVE WISDOM (PERCEPTION) call upon the priests for assistance, provided the assistance
you ask for is not hazardous and you remain in good
CP
standing with your temple.

Observant: Feat - If you can see a creature's mouth while it


is speaking a language you understand, you can interpret
Common, Elven, Sylvan and SP
what it's saying by reading its lips. You have a +5 bonus to
your passive Wisdom (Perception) and passive Intelligence
Abyssal (Investigation) scores.
EP
The Right Tool For The Job - you've learned how to
produce exactly the tool you need: with thieves' tools or
Light, Medium Armour, artisan's tools in hand, you can magically create one set of
GP artisan's tools in an unoccupied space within 5 feet of you.
Shields, All Weapons, This creation requires 1 hour of uninterrupted work, which
can coincide with a short or long rest. Though the product of
Thieves' Tools, Tinkerer's magic, the tools are nonmagical, and they vanish when you
PP use this feature again.
Tools, Alchemist's Tools,
Favoured by The Gods - If you fail a saving throw or miss
Smith's Tools, Firearms with an attack roll, you can roll 2d4 and add it to the total,
possibly changing the outcome. Once you use this feature,
you can't use it again until you finish a short or long rest.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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98 6'6 but slouches to 6'2
AGE HEIGHT WEIGHT
Father Hawthorne
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Magical Tinkering - To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical
object as an action and give it one of the following magical properties of your choice: The object sheds bright light in a 5-foot radius
ADDITIONAL FEATURES AND TRAITS: and dim light for an additional 5 feet. Whenever tapped by a creature, the object emits a recorded message that can be heard up to
10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6
Steel Defender - In combat, the defender seconds long. The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The
chosen phenomenon is perceivable up to 10 feet away. A static visual effect appears on one of the object's surfaces. This effect
shares your initiative count, but it takes its can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like. The chosen property lasts
turn immediately after yours. It can move and indefinitely. As an action, you can touch the object and end the property early.
use its reaction on its own, but the only You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear
action it takes on its turn is the Dodge action, one property at a time. The maximum number of objects you can affect with this feature at one time is 4. If you try to exceed your
unless you take a bonus action on your turn maximum, the oldest property immediately ends, and then the new property applies.
to command it to take another action. That Infuse Item - Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions,
action can be one in its stat block or some turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item
other action. If you are incapacitated, the requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must
defender can take any action of its choice, do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).
not just Dodge. Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to 4. The infusion
also vanishes if you replace your knowledge of the infusion.
If the Mending spell is cast on it, it regains You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused
2d6 hit points. If it has died within the last Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a
hour, you can use your smith's tools as an time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of
action to revive it, provided you are within 5 infusions, the oldest infusion ends, and then the new infusion applies.
feet of it and you expend a spell slot of 1st If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its
level or higher. The steel defender returns to space.
life after 1 minute with all its hit points Extra Attack - You can attack twice, rather than once, whenever you take the Attack action on your turn.
restored. At the end of a long rest, you can
create a new steel defender if you have ADDITIONAL FEATURES & TRAITS
smith's tools with you. If you already have a
defender from this feature, the first one
immediately perishes. The defender also
perishes if you die.

Divine Magic - Your link to the divine allows


you to learn spells normally associated with
the cleric class. When your Spellcasting
feature lets you learn a sorcerer cantrip or a
sorcerer spell of 1st level or higher, you can
choose the new spell from the cleric spell list
or the sorcerer spell list. You must otherwise
obey all the restrictions for selecting the
spell, and it becomes a sorcerer spell for you.

INFUSIONS - Enhanced Arcane Focus,


Repeating Shot, Replivate Magic Item:
Sending Stones, Returning Weapon
CHARACTER BACKSTORY TREASURE

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Sorcerer/Artificer
Int + Cha 15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Message
Mending
Chill Touch
Booming Blade
Guidance
Resistance

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 4/4 7
EPAR
SPELL NAME
ED
PR

● Heroism(Always Prepared)

● Shield(Always Prepared)
4
● Protection from Good and Evil(Always Prepared)

Sleep (Sorcerer)
SPELLS KNOWN

Detect Magic (Sorcerer)

● Purify Food and Drink

● Disguise Self

● Faerie Fire

● Cure Wounds

2 3 3/3
● Branding Smite(Always Prepared)

● Warding Bond(Always Prepared)

● Invisibility
5
● Enlarge/Reduce

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