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Aeyttra

1 Level (0/300 XP for level-up) Soldier Background Warforged Race / Species / Heritage Neutral Evil Alignment
Artificer
Level 1
Hit Dice: 1/1
1d8+3 Class 1

STR
12
+1
DEX
10
+0
CON
16
+3
INT
16
+3
WIS
10
+0
CHA
11
+0
11
Hit Points
+0
Initiative (DEX)
17
Armor Class (AC)
+2
Prof. Bonus
30 ft
Speed (walk/run/fly)
12
Passive Perception
Spellcasting ...
+5 Attack mod
INT Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+0 Dexterity
+5 Constitution
+5 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+0 Acrobatics DEX
+0 Animal Handling WIS
+5 Arcana INT
+3 Athletics STR
+0 Deception CHA
+5 History INT
+0 Insight WIS
+2 Intimidation CHA
+3 Investigation INT
skills
+0 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
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Artificer

Magical Tinkering
You've learned how to invest a spark of magic into mundane objects. 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 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 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 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 indefinitely. As an action, you can touch the object and end the property early.

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Spellcasting
You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.

Warforged

Constructed Resilience

You were created to have remarkable fortitude, represented by the following benefits:
You have advantage on saving throws against being poisoned, 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.

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.
While you live, the armor incorporated into your body can't be removed against your will.

Features & Traits
An insignia of rank
A trophy taken from a fallen enemy (piece of a banner)
A bone dice set or playing card set
A set of common clothes
Light Hammer
Staff
Scale Mail
Shield
thieves' tools and a dungeoneer's pack

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 100, Platinum: 0 Money
Cantrips
Magic Stone
Lightning Lure

1st Level Spells
Spellcasting
Skills: Arcana, Athletics, Intimidation, History, Perception
Tools: Thieves' tools, Tinker's tools, Jeweler's tools
Languages: Common, Aribel

Languages & Proficiencies
Height: 6'7"
Weight: 307lbs

Backstory: During his first years of service, Aeyttra was a Warforged that assisted in the culling of the Destruction Cults. He was a basic model, simply made to be an infantry soldier deployed on the frontlines. However, after years of service Aeyttra grew tired of the constant meaningless war that seemingly was not making any progress. This came to a head when he became fatally wounded in combat but a heavily lightning infused strike. He was swiftly shipped back to headquarters to be repaired. However in that moment Aeyttra had a self-realization. He didn't only have to serve my existence to what seemed to be unending battles. The lightning effectively rendering him significantly less battle-ready, he decided to seek shelter elsewhere. But that elsewhere wouldn't find him until he had wandered for a long while. Eventually it did though, a monastery of monks had taken Aeyttra in and allowed him to live there as much as I could. In this monastery he learned how to improve himself more than what he thought was possible in the military. He began to invest himself in tinkering, specifically with his own mechanical body to be more defenive and protective of the ones he deemed the best to. And now he travels the realms, in search to protect and shelter those that could be like him that are victims of this war.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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.

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