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Tess Tickle

1 Level (0 of 300 XP for level-up) Artificer Class Subclass Lizardfolk Race Alignment
Strength 13
+1
Dexterity 15
+2
Constitution 9
-1
Intelligence 17
+3
Wisdom 9
-1
Charisma 7
-2

+2
Initiative
15
Armor Class
+5
Spell Attack Modifier
13
Spell Save DC: INT
Hit Dice: 1 of 1
Hit Die: 1d8 -1
30
Speed (walk/run/fly)
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+2 Dexterity
+1 Constitution
+5 Intelligence
-1 Wisdom
-2 Charisma
saving throws
+2 Acrobatics DEX
-1 Animal Handling WIS
+3 Arcana INT
+1 Athletics STR
-2 Deception CHA
+3 History INT
-1 Insight WIS
-2 Intimidation CHA
+5 Investigation INT
skills
-1 Medicine WIS
+3 Nature INT
+1 Perception WIS
-2 Performance CHA
-2 Persuasion CHA
+3 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
-1 Survival WIS
skills
  Name Roll Attr Dmg Dmg Type
Light Hammer +4 STR 1d4 Bludgeoning
 Light, Thrown (20/60 ft)
Dagger +6 DEX 1d4 Piercing
 Finesse, Light, Thrown (20/60 ft)
Light Crossbow +6 DEX 1d8 Piercing
 Range (80/320 ft), Ammunition, Loading, Two-Handed
™ & © Wizards of the Coast
D & D 5e Character Sheet v1.6, made by Tillerz#3807 - Updated: 2021-04-06

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

DnD 5e SRD

Crossbow, light

Weapon

Common

Ammunition, Loading, Two-Handed

Type Damage Damage Range
Simple Ranged 1d8 Piercing 80/320 ft

Cost: 25 gp
Weight: 5 lb

DnD 5e SRD

Dagger

Weapon

Common

Finesse, Light, Thrown

Type Damage Damage Range
Simple Melee 1d4 Piercing 20/60 ft

Cost: 2 gp
Weight: 1 lb

Light Hammer

Weapon

Common

Light, Thrown

Type Damage Damage Range
Simple Melee 1d4 Bludgeoning 20/60 ft

Cost: 2 gp
Weight: 2 lb

Studded Leather Armor

Armor (Light)

Common

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Type AC STR Req. Stealth Dis.
Light 12 + Dex Modifier No

Cost: 45 gp
Weight: 13 lb

The statblocks of your class features

Artificer

Level Proficiency Bonus Features Infusions Known Infused Items Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Extracts, Bombs - - 2 2 - - - -
2nd +2 Infuse Item 3 2 2 2 - - - -
3rd +2 Artificer Specialist, Tool Expertise 3 2 2 3 - - - -
4th +2 Ability Score Improvement 4 2 2 3 - - - -
5th +3 Arcane Armament 4 2 2 4 2 - - -
6th +3 Artificer Specialist 4 3 2 4 2 - - -
7th +3 - 5 3 2 4 3 - - -
8th +3 Ability Score Improvement 5 3 2 4 3 - - -
9th +4 - 5 3 2 4 3 2 - -
10th +4 The Right Cantrip for the Job 5 3 3 4 3 2 - -
11th +4 - 6 4 3 4 3 3 - -
12th +4 Ability Score Improvement 6 4 3 4 3 3 - -
13th +5 - 6 4 3 4 3 3 1 -
14th +5 Artificer Specialist 6 4 4 4 3 3 1 -
15th +5 - 7 4 4 4 3 3 2 -
16th +5 Ability Score Improvement 7 5 4 4 3 3 2 -
17th +6 - 7 5 4 4 3 3 3 1
18th +6 Spell-Storing Item 7 5 4 4 3 3 3 1
19th +6 Ability Score Improvement 8 5 4 4 3 3 3 2
20th +6 Soul of Artifice 8 5 4 4 3 3 3 2
Hit Dice: 1d8 per Artificer level
Hit Points At 1st Level: 8 + your Constitution modifier
Hit Points At Higher Levels: 1d8 (or 5) + your Constitution modifier per Artificer level after 1st
Armor Proficiencies: Light armor, Medium armor, Shields
Weapon Proficiencies: Simple weapons, Hand crossbows, Heavy crossbows
Tools: Thieves tools, Tinker's tools, one type of artisan tools of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose 2 from Arcana, History, Investigation, Medicine, Nature, Perception, Slight of Hand
Starting Equipment:
  • any two simple weapons
  • a light crossbow and 20 bolts
  • (a) studded leather armor or (b) scale mail
  • thieves’ tools and a dungeoneer’s pack
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.
Infuse Item - Level 2
You've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.   Infusions Known
When you gain this feature, pick four artificer infusions to learn. 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.   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 the attunement rules in the Dungeon Master's Guide).   Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.   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 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.
Artificer Specialist - Level 3
You choose the type of specialist you are. Your choice grants you features at 5th level and again at 9th and 15th level.
The Right Tool for the Job - Level 3
You've learned 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.
Ability Score Improvement - Level 4
When you reach 4th level, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Tool Expertise - Level 6
Your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.
Flash of Genius - Level 7
You've gained 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.
Magic Item Adept - Level 10
You achieve a profound understanding of how to use and make magic items:   You can attune to up to four magic items at once. If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
Spell-Storing Item - Level 11
You can now store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a lst- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared).   While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.
Magic Item Savant - Level 14
Your skill with magic items deepens more:   You can attune to up to five magic items at once. You ignore all class, race, spell and level requirements on attuning to or using a magic item.
Magic Item Master - Level 18
You can attune up to six magic items at once.
Soul of Artifice - Level 20
You develop a mystical connection to your magic items, which you can draw on for protection:   You gain a +1 bonus to all saving throws per magic item you are currently attuned to. If you're reduced to 0 hit points but not killed out-right, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.

Tools Required

You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools.   After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.  

Cantrips

At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer can trips of your choice, as shown in the Cantrips Known column of the Artificer table.   When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.  

Preparing and Casting Spells

The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a lst-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.  

Spellcasting Ability

Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier   Spell attack modifier = your proficiency bonus + your Intelligence modifier  

Ritual Casting

You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Speciality

Armorer

Armorer

An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer's magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.
 
Artillerist

Artillerist

An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power is valued by armies in the wars on many different worlds. And when war passes, some members of this specialization seek to build a more peaceful world by using their powers to fight the resurgence of strife.
 
Battle Smith

Battle Smith

Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender.
 
Forge Adept

Forge Adept

As a Forge Adept, you pass on ancient traditions, creating mystical weapons and armor, strengthening allies on the battlefield, and bringing down enemies with weapons imbued with your own soul energy. Are you content to follow ancient traditions, or do you want to add your own innovations?
 
Maverick

Maverick

In the world of artifice, the Maverick is a jack of all trades and master of none. A Maverick is always experimenting with new designs, forever abandoning yesterday’s work in pursuit of a new obsession. While often dismissed by other artificers as eccentric amateurs, in their refusal to follow established tradition, a Maverick may stumble on remarkable breakthroughs—though their idiosyncratic techniques can rarely be replicated by others.
 
Archivist

Archivist

What are the best ways to store vast amounts of information? That question has occupied chroniclers and librarians for centuries. Scrolls and books were the finest information-storing methods for a long time, but the first Archivists imagined something greater: storing information in a real or an artificial mind. What library could match a mental archive capable of accessing information in seconds? As they work towards this goal, Archivists have become masters of storing knowledge and creating artificial intelligences fueled by magic. These techniques have yet to be perfected and institutionalized,and of all artificers, archivists are on the cutting edge of arcane science.
 

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Lizardfolk

Ability Score Increase +2 Con, +1 Wis
Size Medium
Speed 30ft

Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.
  Age. Lizardfolk reach maturity arqund age 14 and rarely live longer than 60 years.
  Size. Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium.
  Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
  Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
  Hold Breath. You can hold your breath for up to 15 minutes at a time.
  Hunter's Lore. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
  Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
  Hungry Jaws. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.
  Languages. You can speak, read, and write Common and Draconic.

 

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

NJ147.

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