Remove these ads. Join the Worldbuilders Guild

Mira Steelsong

6 Level (0/23000 XP for level-up) Sage Background Kalashtar Race / Species / Heritage Neutral Good Alignment
Artificer
Level 6
Hit Dice: 6/6
1d8+4 Class 1

STR
14
+2
DEX
14
+2
CON
18
+4
INT
20
+5
WIS
14
+2
CHA
13
+1
61
Hit Points
+2
Initiative (DEX)
23
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+8 Attack mod
INT Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+2 Dexterity
+7 Constitution
+8 Intelligence
+2 Wisdom
+1 Charisma
saving throws
+2 Acrobatics DEX
+2 Animal Handling WIS
+11 Arcana INT
+5 Athletics STR
+1 Deception CHA
+8 History INT
+2 Insight WIS
+1 Intimidation CHA
+8 Investigation INT
skills
+2 Medicine WIS
+5 Nature INT
+5 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+5 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +5 DEX 1d4+2 Piercing
Mace +5 STR 1d6+2 Bludgeoning
Light Crossbow +5 DEX 1d8+2 Piercing
Attacks

Spell Book

Background feature: Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.


Infusions Known
Enhance Weapon, Enhance Defense, Mind Sharpener, Homunculous Servant, Repulsion Shield, Spell-Refuleing Ring


Arcane Armor
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.

You gain the following benefits while wearing this armor:

If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
You can use the arcane armor as a spellcasting focus for your artificer spells.
The armor attaches to you and can't be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces.
You can doff or don the armor as an action. The armor continues to be Arcane Armor until you don another suit of armor or you die.


Armor Model
You can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.

Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.

You can change the armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.

Guardian. You design your armor to be in the front line of conflict. It has the following features:
Thunder Gauntlets. Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.

Defensive Field. As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Infiltrator. You customize your armor for subtle undertakings. It has the following features:
Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.

Powered Steps. Your walking speed increases by 5 feet.

Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.
Tool Expertise: Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

Features & Traits
Haversack
A Light crossbow and 20 bolts
A dungeoneer's pack
A bottle of black ink
A quill
A small knife
A set of common clothes
Shield
A small metal bauble portraying the Technomancer
FAKE CAT EARS
Glowsticks
Masterwork Full Plate
x1 bundle of her own hair
x1 bundle of Zai's hair
x1 bundle of Silvy'r's hair
x1 Pearl worth 100gp
x4 Regular Potions
1xBlack Cape of Glittering Stars
1xVery Comfortable Blanket presumably made from gynnido fur.
1x Fluffy moth plushie.

Attuned

Forged Through Lightning
This plate armor is of half-plate design, but made with a magic imbued silver and gold trim to make up for what it doesn't cover. It's shoulder pieces are separated from the main armor piece for more flexibility, yet are tight as to not slip when moving around. Each shoulder piece has one lightning bolt design, and on the main piece near the top has two of the same design, being able to be hold scales for the one who wears this.
Shock and Lock - When you hit a creature with a reaction attack, you may induce a minus to hit equal to half your proficiency bonus (Rounded down) on their next attack involving an attack roll. This lasts until the end of your next turn. You may do this twice per long rest.

Thunderous Stance - As a bonus action, your armor fluctuates in strength and becomes whatever is necessary for the task. For rounds equal to your INT mod, you have both Guardian and Infiltrator armor models from the Armorer Artificer subclass active instead of just one. When this ends, you choose which model you wish to be in. You may do this once per Long Rest.

Tinkering with Scales - You can add your DEX modifier, to a maximum of +1 to your Armor Class. Your Don/Doff speed for this armor is an item interaction

EVP:7
Coin: 1359gp

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Cantrips:Guidance and Firebolt
Level 1 Spells: Cure wounds, Grease, Feather fall, False Life and Catapult, Thunderwave, Magic Missile
Spellcasting
Proficiencies
Proficiencies
Armor: light armor, medium armor, shields, heavy armor
Weapons: simple weapons, firearms
Tools: thieves' tools, tinker's tools, Painter's Supplies, Smith's Tools
Saving Throws: Constitution, Intelligence
Skills: Investigation, Perception, Arcana and History
Languages: Common, Quori, Sylvan, Draconic and Celestial

Languages & Proficiencies
Glowsticks
A small rod in strange, unnatural packaging. Seems to be from another place entirely.

As an action you can bend this strange object. After doing this it returns to its original shape. After doing this it releases bright light in a 5 foot area around you, dim light extending for an additional 5 feet.

When you bend the glowstick in this way, you can choose the colour it becomes from the following list: Red, Blue, Green, Yellow, Purple, Pink, Orange.
This item remains active for one minute, after which the light fades. You can use this effect once per dusk.

This item has no gold value and cannot be sold.


Bwuh learning: 3/12
Feat: Skill Expert(Con, athletics prof, arcana expertise)
(13 14 14 14 16 16)
(Hp rolls: 1-12, 2-9, 3-9, 4-11)

Notes
Kalashtar Features
Dual Mind. You have advantage on all Wisdom saving throws.
Mental Discipline. You have resistance to psychic damage.
Mind Link. You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait's range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.

Severed from Dreams. Kalashtar sleep, but they don't connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like dream, but not to spells and other magical effects that put you to sleep, like sleep.

Racial


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Tras7.

Statblock Type

Character Sheet (latest)

Link/Embed