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D3P10Y: Designation Armada

4 Level (0/6500 XP for level-up) Background Soulforged Race / Species / Heritage Neutral Alignment
Artificer
Level 4
Hit Dice: 4/4
1d8+4 Class 1

STR
10
+0
DEX
11
+0
CON
18
+4
INT
17
+3
WIS
15
+2
CHA
11
+0
38
Hit Points
+0
Initiative (DEX)
19
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+5 Attack mod
INT Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+0 Dexterity
+6 Constitution
+5 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+0 Acrobatics DEX
+2 Animal Handling WIS
+5 Arcana INT
+0 Athletics STR
+0 Deception CHA
+3 History INT
+2 Insight WIS
+0 Intimidation CHA
+3 Investigation INT
+5 Tinkerers Tools INT
+2 Smith's tools STR
skills
+4 Medicine WIS
+3 Nature INT
+2 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+3 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book


Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Artificer
Spellcasting
Common, Dwarvish

Languages & Proficiencies
D3P10Y Class soulforged, specialized in add spawning and zone control, given name Armada, this soulforge unit specializes in long range warfare, zone healing, and war crimes of the incendiary variety. It's point of origin is currently unknown, but it appears to have the ability of continuous adaptation, once certain criteria are met. It comprehends both Common and Dwarvish, which may give some hints into it's origins. It appears to have above average understanding of both magic and anatomy, a chilling combination due to its rather erring pursuits towards any objective given to it. It must be given its primary and secondary mission orders up front. In such case as the mission parameters must be changed, a singular member on mission with it must give a coded phrase that allows for the change of mission parameters once. After, another member is given a new coded phrase. This is likely in place to make sure that if the field commander is killed after the plan is changed, the soulforged can still be utilized. When the concern of mutiny was brought up, Armada said the following: "The permanent Tertiary objective is: Protect code bearer at all costs." When asked why not protect the commander, it responded, "A competent commander protects their contingent. They are included in that protection. Should they fail, I am assigned to bring back coded individual for mission report. The coded individual must either A, complete the mission, or B, reassign parameters. Once they reassign parameters, unless there is another alive to reassign me, the mission becomes my final mission, and they lose my protection protocols. Thus, it is heavily recommended they complete the mission."
-Technology log

Personality Traits
Complete the mission

Ideals
Protect your Coded

Bonds
Directives cannot be breached

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Artificer: Artillerist


Hit Points

Hit Dice: d8 per Artificer: Artillerist level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools: When you adopt this specialization at 3rd level, you gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Saving Throws:
Skills:

Overview & Creation

An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on the battlefield.


Class Features

Eldritch Cannon

At 3rd level, you learn how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.

Once you create a cannon, you can't do so again until you finish a long rest. or until you expend a spell slot of 1st level or higher. You can have only one cannon at a time and can't create one while your cannon is present. The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or saving throw, treat all it's ability scores as 10 (+0). If the Mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.

When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannon table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.

Cannon Activation
Flamethrower The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
Force Ballista Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
Protector The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).

Arcane Firearm

At 5th level, you know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarvers' tools to carve special sigils into a wand, staff or rod 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 bonus to one of the spell's damage rolls equal to the number rolled. If the spell affects multiple creatures, one creature of your choice takes the bonus damage.

Explosive Cannon

Starting at 9th level, every eldritch cannon you create is more destructive:

  • The cannon's damage rolls all increase by 1d8.
  • As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.

Fortified Position

By 15th level, you’re a master at forming well-defended emplacements using Eldritch Cannon:

  • You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.
  • You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two.

 


Spellcasting

Artillerist Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer Level Artillerist Spells
3rd Shield, Thunderwave
5th Scorching Ray, Shatter
9th Fireball, Wind Wall
13th Ice Storm, Wall of Fire
17th Cone of Cold, Wall of Force

 

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Soulforged

Ability Score Increase +2 con, and +1 to one other stat of your choice
Size Medium
Speed 30ft

Age: Soulforged can theoretically live indefinitely as long as their core holds out and they are made from sturdy material that is upkept. You are immune to magical aging.
Living Construct: Even though you were constructed, you are humanoid as well as a construct. You do not need to breathe, eat or drink, but can ingest food or drink if you wish. You still benefit from the effects of consumable spells and magic items such as heroes feast and potions.
Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor:

  • You gain a +1 bonus to Armor Class.
  • You can don only armor with which you have proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.(the ac gained from this can only gain 10 additional armor from your base and gain stealth penalties depending on how much you gain.)
  • While you live, the armor incorporated into your body can't be removed against your will
    Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:
  • You are immune to the poisoned condition and you have resistance to poison damage.
  • You don't need to eat, drink, or breathe.
  • You are immune to disease.
  • You don't need to sleep, and magic can't put you to sleep.

 

Languages. common, one other of your choice

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Ravion.

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