You are on page 1of 3

Artificer 3/Cleric 3

CLASS & LEVEL

Artemus Alyre ir'Korran


CHARACTER NAME

STRENGTH

+1

Korranberg Researcher
BACKGROUND

Rock Gnome

Lawful Neutral

12,298

RACE

ALIGNMENT

EXPERIENCE POINTS

INSPIRATION

20
+3

ARMOR
CLASS

PROFICIENCY BONUS

+3

30 feet

INITIATIVE

SPEED

My eloquent flattery makes everyone


I talk to feel like the most wonderful
and important person in the world.
PERSONALITY TRAITS

12
DEXTERITY

+3
16

+1

Strength

+3

Dexterity
Constitution

+2

+8

Intelligence

+7

Wisdom

+3

Charisma

CONSTITUTION

Hit Point Maximum 39

CURRENT HIT POINTS

TEMPORARY HIT POINTS

+3

Acrobatics (Dex)

+4

Animal Handling (Wis)

+11

Arcana (Int)

+1

Athletics (Str)

+3

Deception (Cha)

+11

History (Int)

+6

Insight (Wis)

+3

Intimidation (Cha)

+7

Investigation (Int)

+4

+4

Medicine (Wis)

+5

Nature (Int)

18

+4

Perception (Wis)
Performance (Cha)

INTELLIGENCE

20
WISDOM

CHARISMA

+3
16

Total 3d8, 3d6

HIT DICE

+3

+6

Persuasion (Cha)

+8

Religion (Int)

+3

Sleight of Hand (Dex)

+3

Stealth (Dex)

+4

Survival (Wis)

NAME

+6

1d8+3/P

Rod

+4

1d8+1/B

Dagger

+6

1d4+3/P

Spellcasting.
Wizard
Spell Save DC: 16
Spell Attack Modifier: +8
Cleric
Spell Save DC: 15
Spell Attack Modifier: +7
Spell Slots: 1st-level (4), 2nd-level (3),
3rd-level (3)

CP

SP

EP

WEAPONS: simple weapons


TOOLS: Alchemist's supplies, tinker's
tools, thieves' tools

GP

PP

LANGUAGES: Abyssal, Common,


Draconic, Elven, Giant, Gnomish, and
Infernal

I am easily distracted by the


promise of information.
FLAWS

ATK BONUS DAMAGE/TYPE

ATTACKS & SPELLCASTING

ARMOR: Light and medium armor,


shields

BONDS

DEATH SAVES

Crossbow

PASSIVE WISDOM (PERCEPTION)

OTHER PROFICIENCIES & LANGUAGES

SUCCESSES
FAILURES

SKILLS

14

IDEALS

I look to my friends for


feedback on my creations.

SAVING THROWS

14

I can never know all there is


in the universe, but I can try.

39

+2

+5

Michael
PLAYER NAME

1598

Mithral half plate, Gnome


battle cloak, rod, 2 daggers,
light crossbow, 20
crossbow bolts, holy
symbol, backpack, blanket,
10 candles, tinderbox, alms
box, 2 incense block,
censer, 2 days of rations,
waterskin, identification &
travel papers, alchemist's
fire (flask), acid (vial),
arcane focus (rod),
spellbook, alchemist's tools,
tinker's tools, thieves' tools

Spellcasting Ability. Intelligence is your spellcasting ability for


your arcane spells, and Wisdom is your spellcasting ability for
your divine spells. The saving throw dc to resist a arcane spell
you cast is 16. Your attack bonus when you make an attack
with a spell is +8. See the rulebook for rules on casting your
spells.
Artificer's Lore: Whenever you make an Intelligence (History)
check related to magic items, alchemical objects or
technology devices, you can add twice your proficiency
bonus, instead of any proficiency bonus you normally apply.
Darkvision: You see in dim light within a 60-foot radius of you
as if it were bright light, and in darkness in that radius as if it
were dim light. You can't discern color in darkness, only
shades of gray.
Gnome Cunning: You have advantage on all Intelligence,
Wisdom, and Charisma saving throws against magic.
Tinker: You have proficiency with artisan's tools (Tinker's
tools).
Arcane Recovery (Wizard): You can regain some of your
magical energy by studying your spellbook. Once per day
during a short rest, you can choose to recover expended spell
slots with a combined level equal to or less than half your
wizard level (rounded up).
Channel Divinity (Cleric): You can channel divine energy
directly from your deity, using that energy to fuel one of two
magical effects: Turn Undead or Knowledge of the Ages. Both
effects require you to use an action and present your holy
symbol. When you use your Channel Divinity, you choose
which effect to create. You must then finish a short or long
rest to use your Channel Divinity again.
Turn Undead (Cleric): When you use Turn Undead, each
undead that can see or hear you within 30 feet of you must
make a Wisdom saving throw (DC 13). If the creature fails its
saving throw, it is turned for 1 minute or until it takes any
damage. A turned creature must spend its turns trying to
move as far away from you as it can, and it cant willingly
move to a space within 30 feet of you. It also cant take
reactions. For its action, it can use only the Dash action or try
to escape from an effect that prevents it from moving. If it has
nowhere it can move, the creature can use the Dodge action.
Knowledge of the Ages (Cleric): You can use your Channel
Divinity to tap into a divine well of knowledge. As an action,
you choose one skill or tool. For 10 minutes, you have
proficiency with the chosen skill or tool.

EQUIPMENT
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

FEATURES & TRAITS

56

Artemus Alyre ir'Korran


CHARACTER NAME

AGE

3 ft. 1 in.

37 lbs.

HEIGHT

WEIGHT

Blue

Light tan

Blonde

EYES

SKIN

HAIR

Located in Zilargos southeasternmost port city, the Library of Korranberg is the greatest
repository of general knowledge in Khorvaire. In addition to serving as a resource for
scholars and explorers, the library often funds expeditions to study ancient cultures or
unexplored lands.
The gnomes of Zilargo have an unparalleled thirst for knowledge; this inquisitive spirit gave
birth to the Library of Korranberg. A loremaster of the powerful Korran family became
obsessed with the theory that the deities of the Sovereign Host were in fact ascended
dragons.

NAME

Library of Korranberg

This gnome, Dorius Alyre irKorran, swore that he would amass enough knowledge and
information to surpass even the Sovereign Lord Aureon so that he could ascend and take
the gods place. The Korran family invested considerable wealth in Doriuss obsession;
even those who didnt believe his theories of divinity were intrigued by the idea of a vast
vault for knowledge.
In time, Dorius died, but his library remained. As the centuries passed, it continued to grow
and expand. With the rise of the kingdom of Galifar, gentry and aristocrats from across
Khorvaire came to study at the colleges connected to it.
Today, the Library of Korranberg plays a signifi cant role in the economy of Khorvaire. It
funds many expeditions to further the search for knowledge, and can be a valuable patron
for adventurers.
The citizens of Korranberg take great pride in their library. Citizens of the city may attend
the colleges without charge, and every citizen must devote four years of service to the
Library. This service is considered an act of patriotism and an educational experience.
Many choose to extend this period of service, accepting posts as lecturers, researchers,
administrators, and other important roles.
Each of the librarys eight colleges seeks to advance a particular field of study. Together,
the colleges maintain the archivesvast vaults containing knowledge accumulated over
three millennia.
The Library's eight schools: Soldas: History, Balinors Horn: Natural Sciences,
Blackdragon: Alchemy, Tabernacle: Religion and Philosophy, Morridan: Mathematics,
Aureons Holt: Law and Oratory, Lyrris: Art and Literature, Drystone: Engineering

SYMBOL

The doyens of each college serve on a central council that manages the affairs of the
library. This council is run by an appointed member of the Korran family, descended from
the founders of the library. Like all politics in Zilargo, positions in the library involve intrigue,
blackmail, and scheming.

CHARACTER APPEARANCE

ALLIES & ORGANIZATIONS

Infuse Potions (Artificer): You can produce magic potions. You spend 10 minutes focusing your magic on a vial of mundane
water and expend a spell slot to transform it into a potion. Once you have expended a spell slot to create a potion, you
cannot regain that slot until the potion is consumed or after 1 week, at which time the potion loses its effectiveness. You can
create create up to three potions at a time; creating a fourth potion causes the oldest currently active one to immediately
lose its potency. If that potion has been consumed, its effects immediately end.
The spell slot you expend determines the type of potion you can create. See chapter 7 of the Dungeon Master's Guide for
complete rules on potions.
Spell Slot
1st
2nd
3rd
4th

Potion Created
Climbing, growth, or healing
Mind reading or greater healing
Invisibility, superior healing, or water breathing
Resistance

Infuse Scrolls (Artificer): You can tap into your reserves of magical energy to create spell scrolls. You can use your Arcane
Recovery ability to create a scroll instead of regaining expended spell slots.
You must finish a short rest, then spend 10 minutes with parchment, quill, and ink to create a spell scroll containing one
spell. Subtract the spell's level from the total levels worth of slots you regain using Arcane Recovery. This reduction to your
Arcane Recovery applies until you use the scroll and then finish a long rest.
Linguist (Feat): You have studied languages and codes, gaining the following benefits: Increase your Intelligence score by
1, to a maximum of 20. You learn three languages of your choice. You can ably create written ciphers. Others can't
decipher a code you create unless you teach them, or they succeed an Intelligence check (DC equal to your Intelligence
score + your proficiency bonus), or they use magic to decipher it.

ADDITIONAL FEATURES & TRAITS

Boots of striding and springing (attuned): When worn, your move speed becomes 30 (if it
is less) and your speed is not reduced by encumbrance or heavy armor. You can jump 3x
the normal distance.
Dragonguard: Grants wearer advantage on saves vs. breath weapons from dragon-type
creatures.
Pearl of Power (attuned): Speak a command word to regain one spell slot of 3rd level or
less. Once used, can not be used again until the following dawn.
Semi-eternal Wand of Magic Missiles (6/7 charges): Can expend up to 3 charges to cast
Magic Missile. Each charge beyond the first increases the spell level by 1. Regains 1d6+1
charges per day at dawn. If all charges are expended, roll 1d20. On a result of a 1, the
wand is destroyed.
CHARACTER BACKSTORY

TREASURE
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

Artificer 3/Cleric 3
SPELLCASTING
CLASS

CANTRIPS

Int/Wis

16/15

+8/+7

SPELLCASTING
ABILITY

SPELL SAVE DC

SPELL ATTACK
BONUS

Guidance

Light
Mending
Makeshift Wand
Prestidigitation

Minor Illusion

SPELL
LEVEL

SLOTS TOTAL

EPAR

PR

SPELL NAME

ED

SPELLS KNOWN

SLOTS EXPENDED

Bless, Command, Create or Destroy Water, Cure Wounds

Healing Word, Protection from Evil and Good

Absorb Elements, Burning Hands,

Shield, Sleep

Comprehend Languages, Detect Magic, Find Familiar


Identify, Illusory Script, Unseen Servant

Augury, Enhance Ability, Lesser Restoration

Spiritual Weapon, Suggestion

Invisibility, Mirror Image, Misty Step, Phantasmal Force

Alter self, Rope Trick, darkness, suggestion, knock

Arcane Lock

Misty Step, Phantasmal Force

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

Related Interests