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C-Bot Model 1171

5 Level (6500/14000 XP for level-up) Entertainer Background Warforged Race / Species / Heritage Lawful Neutral Alignment
Artificer
Level 5
Hit Dice: 5/5
1d8+1 Class 1

STR
14
+2
DEX
14
+2
CON
13
+1
INT
18
+4
WIS
11
+0
CHA
14
+2
27
Hit Points
+2
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
4 / 4d6
Gag Dice
20 / 20
Bolts
Spellcasting ...
+7 Attack mod
INT Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+2 Dexterity
+4 Constitution
+7 Intelligence
+0 Wisdom
+2 Charisma
saving throws
+2 Acrobatics DEX
+0 Animal Handling WIS
+4 Arcana INT
+5 Athletics STR
+2 Deception CHA
+7 History INT
+0 Insight WIS
+2 Intimidation CHA
+7 Investigation INT
skills
+0 Medicine WIS
+4 Nature INT
+0 Perception WIS
+5 Performance CHA
+2 Persuasion CHA
+4 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Fists of Fury +6 STR 1d4+1+2 Bludgeoning
 Light, reach (These are just reflavored clubs)
Light Crossbow +5 DEX 1d8+2 Piercing
 Ammunition (80/320), loading, two-handed
Attacks

Spell Book

Armor
  • Studded Leather

  • Weapons
  • 2 Clubs (Retooled as their fists)
  • Light Crossbow

  • Items
  • A drum
  • A closely guarded piece of crumpled paper hung around their neck
  • Costume clothes
  • Thieves' tools
  • Dungeoneer's pack

  • Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
    Spells Known: INT Modifier (+4) + Artificer LVL RD (+2)
    Cantrips Known: 2
  • Mending
  • Poison Spray
  • 1st LVL Spells
  • Cure Wounds
  • Faerie Fire
  • Grease
  • 2nd LVL Spells
  • Air Bubble
  • Alter Self
  • Heat Metal

  • Class Spells (Gadabout)
    3rd LVL: Pie to the Face, Chaos Bolt, Color Spray
    5th LVL: Mirror Image, Pyrotechnics
    9th LVL: Hypnotic Pattern, Stinking Cloud
    13th LVL: Charm Monster, Confusion
    17th LVL: Mislead, Seeming

    Infusions Known: 4
    Infused Items: 2
  • Enhanced Weapon (used)
  • Spellcasting
    Languages
  • Common

  • Proficiencies
    Armor: Light armor, medium armor, shields
    Weapons: Simple weapons, firearms
    Tools: Thieves' tools, tinker's tools, smith's tools, disguise kit, drums

    Languages & Proficiencies
    I rarely fall prey to nihilism, and my bright attitude persists even in the darkest of hours.

    Personality Traits
    I want to make the world a better place with my performances.

    Ideals
    I stay loyal to my crew no matter the circumstances.

    Bonds
    Non-robotic minds are difficult for me to grasp. Though I know a million different ways to make someone laugh, I know not the reasoning behind it.

    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.

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

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    Level 0 Spells

    SRD

    Mending

    0-level (Cantrip) Transmutation

    Casting Time: 1 minute
    Range/Area: touch
    Components: VSM
    Materials: Two loadstones, or focus
    Duration: Instantaneous
    This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
    This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
    Available for: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

    SRD

    Poison Spray

    0-level (Cantrip) Conjuration

    Casting Time: 1 action
    Range/Area: 10 feet
    Components: VS
    Duration: instantaneous
    You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.⁠
    At higher levels: This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
    Available for: Artificer, Druid, Sorcerer, Warlock, Wizard

    Level 1 Spells

    PHB: P. 230

    Cure Wounds

    1-level Evocation

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S
    Duration: Instantaneous
    A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st.
    Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

    PHB: P. 239

    Faerie Fire

    1-level Evocation

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: V
    Duration: Concentration, Up to 1 minute
    Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
    Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
    Available for: Artificer, Bard, Druid

    SRD

    Grease

    1-level Conjuration

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: VSM
    Materials: A bit of pork rind, or butter, or focus
    Duration: 1 minute
    Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
    When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
    Available for: Artificer, Sorcerer, Wizard

    Homebrew

    Pie to the Face

    1-level Conjuration

    Casting Time: 1 action
    Range/Area: 30ft
    Components: V, S
    Duration: Instantaneous
    Attack/Save: Dexterity
    Damage/Effect: 1d4 bludgeoning
    You conjure a cream pie and launch it into a creature's face. Make a dexterity check against the target. If you succeed, the creature takes 1d4 bludgeoning damage and is blinded until they use an action, bonus action, or reaction to wipe the cream from their face. If you fail, the creature dodges and takes no damage.
    At higher levels: The spell creates more than one pie when you reach higher levels: two pies at 5th level, three pies at 11th level, and four pies at 17th level. You can direct the pies at the same target or at different ones. Make a separate dexterity check for each pie.
    Available for: Artificer (Gadabout), Bard

    Xanathar's Guide to Everything

    Chaos Bolt

    1-level Evocation

    Casting Time 1 action
    Range 120 feet
    Duration Instantaneous
    Components V, S

    You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.

    d8 Damage Type
    1 Acid
    2 Cold
    3 Fire
    4 Force
    5 Lightning
    6 Poison
    7 Psychic
    8 Thunder
    If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.   A creature can be targeted only once by each casting of this spell.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.

    Class(es): Sorcerer

    PHB

    Color Spray

    1-level Illusion

    Casting Time 1 Action
    Range Self (15ft cone)
    Duration 1 Round
    Components V, S, M
    Materials a pinch of powder or sand that is colored red, yellow, and blue

    dazzling array of flashing, colored light springs from your hand. Roll 6d10 ; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).   Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

    Class(es): Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Level 2 Spells

    Spelljammer: Adventures in Space

    Air Bubble

    2-level Conjuration

    Casting Time 1 Action
    Range 60ft
    Duration 24 hours
    Components S

    You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).

    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.

    Class(es): Artificer, Bard, Druid, Ranger, Sorcerer, Wizard

    Alter Self

    2-level Transmutation

    Casting Time 1 Action
    Range Self
    Duration Concentration, up to 1 Hour
    Components V, S

    You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.

    • Aquatic Adaptation: You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
    • Change Appearance: You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
    • Natural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

    Class(es): Sorcerer, Wizard, Druid (Circle of the Moon), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Heat Metal

    2-level Transmutation

    Casting Time 1 Action
    Range 60ft
    Duration Concentration, up to 1 Minute
    Components V, S, M
    Materials a piece of iron and a flame

    Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.   If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

    Class(es): Artificer, Bard, Druid, Cleric (Forge Domain)

    Mirror Image

    2-level Illusion

    Casting Time 1 Action
    Range Self
    Duration 1 Minute
    Components V, S

    Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.   Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.   If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.   A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.   A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

    Class(es): Sorcerer, Warlock, Wizard, Cleric (Trickery Domain), Druid (Circle of the Land (Coast)), Fighter (Eldritch Knight), Paladin (Oath of Treachery), Rogue (Arcane Trickster)

    Mordenkainen's Lost Notebook

    Pyrotechnics

    2-level Transmutation

    Casting Time 1 action
    Range 300 feet
    Duration Instantaneous, and 1 minute
    Components V, S, M
    Materials a source of fire

    You cause one of two effects originating from a source of a fire within range. You can cause the fire to erupt in a bright display of fireworks that causes all creatures within 60 feet of the fire that rely on vision and have a direct line of sight to it to make a Constitution saving throw or be blinded until the end of their next turn. Alternatively, you can cause the fire to be extinguished and give off a billowing cloud of smoke that fills surrounding spaces within 5 feet of it and then continues to move outward from the fire source. The cloud fills all spaces within 5 feet of it on the first turn, and then moves outward from the previous adjacent spaces another 5 feet at the beginning of each of your turns for the duration (1 minute). The cloud is toxic and heavily obscured. Any creature that starts its turn within the cloud or enters its area for the first time on a turn has disadvantage on all d20 rolls that turn.

    Class(es): Bard, Sorcerer, Wizard

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