Remove these ads. Join the Worldbuilders Guild

Aylin

7 Level (0/34000 XP for level-up) Jungle of Elements Background Ecofolk Race / Species / Heritage Neutral Alignment
Wizard (Divination)
Level 2
Hit Dice: 2/2
1d6+5 Class 1
Artificer (Armorer)
Level 5
Hit Dice: 5/5
1d+5 Class 2

STR
10
+0
DEX
17
+3
CON
20
+5
INT
26
+8
WIS
18
+4
CHA
10
+0
76
Hit Points
+3
Initiative (DEX)
20
Armor Class (AC)
+3
Prof. Bonus
40
Speed (walk/run/fly)
Spellcasting ...
+11 Attack mod
INT Ability
+8 Abi Mod
19 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+3 Dexterity
+5 Constitution
+11 Intelligence
+7 Wisdom
+0 Charisma
saving throws
+6 Acrobatics DEX
+4 Animal Handling WIS
+14 Arcana INT
+6 Athletics STR
+0 Deception CHA
+8 History INT
+7 Insight WIS
+0 Intimidation CHA
+14 Investigation INT
+4 Martial WIS
skills
+4 Medicine WIS
+8 Nature INT
+4 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+8 Religion INT
+6 Sleight of Hand DEX
+3 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Arcane Tradition (Divination Wizard)
Divination Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.

 


Portent

Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.


Expert Divination

Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.


Infusions Known/Casted

Homunculus x1
Spell-Refueling Ring
Radiant Weapon
Replicate Magic Item: Alchemy jug
Replicate Magic Item: Bag of holding x1
Resistant Armor x1


 


Infusion
Infusions Known
When you gain this feature, pick four artificer infusions to learn, choosing from the "Artificer Infusions" section at the end of the class's description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.

Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

Artificer Infusions
Artificers have invented numerous magical infusions, extraordinary processes that rapidly create magic items. To many, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete.

The description of each of the following infusions details the type of item that can receive it, along with whether the resulting magic item requires attunement.

Some infusions specify a minimum artificer level. You can't learn such an infusion until you are at least that level.

Unless an infusion's description says otherwise, you can't learn an infusion more than once.

Infusing an Item
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, 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 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 do so using the normal process for attunement (see "Attunement" in chapter 7 of the Dungeon Master's Guide).

Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.

You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused 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 time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.

If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.


The Right Tool for the Job
At 3rd level, you learn how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.


Tools of the Trade

You gain proficiency with heavy armor. You also gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.


Flash of Genius
Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.


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.


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.


Extra Attack

You can attack twice, rather than once, whenever you take the Attack action on your turn.


Tool Expertise
Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.


Feats/ASI
Skill Expert:
You have honed your proficiency with particular skills, granting you the following benefits:
Increase one ability score of your choice by 1, to a maximum of 20.
Intelligence
You gain proficiency in one skill of your choice.
Choose one skill in which you have proficiency. : Sleight of Hand
You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Arcana

Sentinel :(Feat Reward)



ASI +2 Intelligence
ASI +2 Int (Feat/ASI)


Dragonvow n Core
Cores of Yorhara: When you go to 0 hp you are not considered bleeding out and dying but Malfunctioning. Once in this state you are unconscious for d4 hours and awaken back at max health. However, once you get hit 3 times while Malfunctioning there is devastating results.... Your body will explode in a 120 foot radius making all creatures in the area make a DC 10+Con Mod+1/2 Level. On a failed save creatures take 50d12 Vorpal Damage. On save it's halved on a Natural 20 this Damage is negated.

(Dragon's Vow) Song of the Ancients: As a bonus action you start singing a sorrowful song in a language long forgotten as gold and black marking surround your body becoming more resilient for one min. You have advantage on all saving throws and if you already have advantage to that save add your prof mod to the roll. Once per Long Rest.


Eve's Chosen
Eve's Chosen

Omega's Blessing: Set two of your Stats to 10 and can no longer be increased by Asi or Bonuses from other sources then, Gain a +4 Asi and a +8 Stat Cap Increase to INT.

Omega Core: Gain DR to all damage based off your Prof mod and this is able to Stack with other forms of DR. As well you are able to Create things like a Forger using the Omega's Forge.

Yorhara AI: Omega- When activating Song of the Ancients you're transformed into Mecha Suit Protocol Omega which doubles your DR and you gain the following abilities.

Omega Buster- Your weapon Attacks gain 1d10 Ethereal Damage and your Weapon Attacks Range are Doubled.

Charge Buster- If you hold your weapon attack during your turn your weapon dice doubles on the next weapon attack until the end of your next turn or the first damage made with that weapon.

Jet Dash: You gain +10 to Movement and whenever you do the Dash action your movement is doubled during that action. Twice per Transformation.

Overdrive Omega Burst- You summon forth a 120 Foot Cone originating from you. All Hostile Creatures Must Make a Dex Save 18 or Take 6d10 Fire Damage and be Knocked prone. Then Gain 4 Stacks of Exhaustion and, this can be used once Per Transformation.

Features & Traits
a quarterstaff
a component pouch
a scholar's pack
A spellbook
+1 Plate Mail
+1 Repulsion Shield
20350gp
Ddonger Scale
Potion of Superior Healing

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Wizard Spells Known:
Cantrips: Chill Touch, Firebolt, Green Flame Blade, Prestidigitation.
1st Level: Shield, Ice Knife, Alarm, Chromatic Orb ,Feather Fall ,Tasha's Caustic Brew, Find Familiar, Grease, Magic missile
2nd Level: Earth Bind, Blur, Mirror Image, Hold Person, Misty Step, Tasha's Mind Whip (Mind spike > Eartbind)
3rd Level: Lightning Bolt, Fly, Counterspell, Erupting Earth, Glyph of warding, Fireball, Haste, Dispel Magic
4th Level: Storm Sphere, Polymorph

Wizard Spells Prepared:
1st: Shield, Chromatic Orb, Feather Fall, Ice Knife
2nd: Tasha's Mind Whip, Blur, Hold Person,
3rd: Dispell Magic, Counterspell, Haste, Erupting Earth, Fireball
4th: Storm Sphere, Polymorph, Otylukes Hamster Ball

Artificer Spells Known:
1st Level: magic missile, thunderwave
2nd Level: mirror image, shatter
3rd Level: n/a
Spellcasting
Weapons: daggers, darts, slings, quarterstaffs, light crossbows
Armor: light armor, medium armor, heavy armor, shields
Tools: thieves' tools, tinker's tools, Smith's Tools
Language: Common, Primordial, Latinial, Dios, Arabel,

Languages & Proficiencies
Yorhara session 0
--------------------
+4any +4any
Cores of Yorhara: When you go to 0 hp you are not considered bleeding out and dying but Malfunctioning. Once in this state you are unconscious for d4 hours and awaken back at max health. However, once you get hit 3 times while Malfunctioning there is devastating results.... Your body will explode in a 120 foot radius making all creatures in the area make a DC 10+Con Mod+1/2 Level. On a failed save creatures take 50d12 Vorpal Damage. On save it's halved on a Natural 20 this Damage is negated.

(Dragon's Vow) Song of the Ancients: As a bonus action you start singing a sorrowful song in a language long forgotten as gold and black marking surround your body becoming more resilient for one min. You have advantage on all saving throws and if you already have advantage to that save add your prof mod to the roll. Once per Long Rest.

Notes


™ & © 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

IahZehuti.

Statblock Type

Character Sheet (latest)

Link/Embed