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Gilynore Estrixo

3 Level (0/2700 XP for level-up) Urchin Background Half-Elf Race / Species / Heritage They/Them Alignment
Artificer
Level 3
Hit Dice: 3/3
1d8+1 Class 1

STR
12
+1
DEX
12
+1
CON
12
+1
INT
14
+2
WIS
10
+0
CHA
14
+2
21
Hit Points
+1
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
0 / 2
Infused Items
Spellcasting ...
+4 Attack mod
INT Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+1 Dexterity
+3 Constitution
+4 Intelligence
+0 Wisdom
+2 Charisma
saving throws
+3 Acrobatics DEX
+0 Animal Handling WIS
+4 Arcana INT
+1 Athletics STR
+2 Deception CHA
+2 History INT
+0 Insight WIS
+2 Intimidation CHA
+4 Investigation INT
skills
+0 Medicine WIS
+2 Nature INT
+2 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+2 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
dagger +3 DEX 1d4+1 piercing
 finesse, light, thrown (range 20/60)
monkey wrench +3 STR 1d4+1 bludgeoning
 light, thrown (range 20/60)
Attacks

Spell Book

Half-Elf:
  • Darkvision. Thanks to your elven heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
  • Skill Versatility. You gain proficiency in two skills of your choice. (Acrobatics, Arcana)

  • Urchin:
  • City Secrets. You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

  • Artificer:
  • Magical Tinkering. At 1st level, 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. At 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.
  • Infusions Known.
  • Replicate Magic Item: Bag of Holding. Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. A table's title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.
  • Enhanced Defense. Item: A suit of armor or a shield. A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.
  • Enhanced Weapon. Item: A simple or martial weapon. This magic weapon grants a +1 bonus to attack and damage rolls made with it.
  • Homunculus Servant. Item: A gem or crystal worth at least 100 gp. You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms. You determine the homunculus's appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.
  • The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.
  • In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.
  • The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.
  • 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.
  • The Right Tool for the Job. At 3rd level, 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.

  • Alchemy Specialty:
  • Experimental Elixir. Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.
  • You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table.
  • Creating an experimental elixir requires you to have alchemist supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.
  • When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask.
  • Experimental Elixir Effect Table. Roll a d6 and refer to the table for the elixir's effects.
  • 1. Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence Modifier.
  • 2. Swiftness. The drinker's walking speed increases by 10 feet for 1 hour.
  • 3. Resilience. The drinker gains a +1 bonus to AC for 10 minutes.
  • 4. Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
  • 5. Flight. The drinker gains a flying speed of 10 feet for 10 minutes.
  • 6. Transformation. The drinker's body is transformed as if by the Alter Self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.

  • Homunculus Servant

    Tiny construct, neutral
    Armor Class: 13 (natural armor)
    Hit Points: Equal to homunculus's Constitution modifier + your Intelligence modifier + your level in the Artificer class
    Speed: 20 ft , fly: 30 ft

    STR

    4 -3

    DEX

    15 +2

    CON

    12 +1

    INT

    10 +0

    WIS

    10 +0

    CHA

    7 -2

    Saving Throws: Dex +1
    Skills: Perception +4, Stealth +4
    Damage Immunities: Poison
    Condition Immunities: Exhaustion, Poisoned
    Senses: Darkvision 60ft, Passive Perception 14
    Languages: Understands the languages you speak.

    Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.

    Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus’s skill and saving throw bonuses and the bonuses to hit and damage of its attack.

    Actions

    These actions require the use of your bonus action.

    Force Strike. Ranged Weapon Attack: 1d20+4 to hit, range 30ft., one target you can see. Hit: 1d4+2 force damage.

    Reactions

    Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.


    Features & Traits
    Combat:
  • a dagger
  • a monkey wrench (same stats as a light hammer)
  • a light crossbow and 20 bolts
  • studded leather armor
  • Gear:
  • an old city map
  • a dungeoneer's pack
  • thieves' tools and alchemy supplies
  • a multitool engraved with their family name

  • Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
    Cantrips:
  • Mending
  • Mage Hand

  • Spell Slots: 3 first-level

    Default Prepared Spells:
    1st level: Feather Fall, Identify, Absorb Elements

    Alchemist Spells:
    1st level: Healing Word, Ray of Sickness
    Spellcasting
    Speaks Common, Undercommon, and Elvish.
    Proficient with a disguise kit, thieves' tools, tinker's tools, alchemy supplies, and jeweler's tools.
    Proficient with light and medium armor and shields.
    Proficient with simple weapons.

    Languages & Proficiencies
    I ask a lot of questions.

    Personality Traits
    Aspiration. I'm going to prove that I'm worthy of a better life.

    Ideals
    I escaped my life of poverty by robbing an important person, and I'm wanted for it.

    Bonds
    It's not stealing if I need it more than someone else.

    Flaws


    ™ & © 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.

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