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Aurel Dead-Man

7 Level (0/34000 XP for level-up) Background Spy Race / Species / Heritage Neutral Evil Alignment
Fighter
Level 4
Hit Dice: 3/4
1d10+1 Class 1
Artificer
Level 3
Hit Dice: 3/3
1d8+1 Class 2

STR
12
+1
DEX
18
+4
CON
12
+1
INT
16
+3
WIS
16
+3
CHA
14
+2
61
Hit Points
+4
Initiative (DEX)
19
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
3 / 3
Grit
Spellcasting ...
+6 Attack mod
INT Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+4 Strength
+4 Dexterity
+4 Constitution
+3 Intelligence
+3 Wisdom
+2 Charisma
saving throws
+4 Acrobatics DEX
+6 Animal Handling WIS
+9 Arcana INT
+4 Athletics STR
+2 Deception CHA
+6 History INT
+3 Insight WIS
+2 Intimidation CHA
+3 Investigation INT
skills
+3 Medicine WIS
+6 Nature INT
+6 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+3 Religion INT
+4 Sleight of Hand DEX
+7 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Phew (Hidden) +7 DEX 1d8+4 piercing
 light, loading, ammunition, Ranged 30/90
Rapier +7 DEX 1d8+4 piercing
 light
Needle Launcher +8 DEX 1+4 piercing
 loading, ammunition, Ranged 25/100
Murder +4 STR 1d4+1 slashing
Attacks

Spell Book

Feats:

Poisoner: You can apply poisons as a bonus action instead of an action. Your poisoned attacks ignore resistance to poison damage, and gain proficiency with poisoners kit.

Fighter:

Fighting Style: Archery, I add 2 to all ranged weapon attack rolls that I make.

Second Wind: I can use a bonus action to restore 1d10 + my fighter level. Once I use this I have to finish a short or long rest to do it again.

Action Surge: On my turn I can take a second action, I can only do this once per short or long rest.

Fighter Subclass (Gunslinger):

Trick Shots. You learn two trick shots of your choice. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack. You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.

Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.

The saving throw for trick shots is equal to 8 + proficiency bonus + Dex mod (currently 15)

The trick shots I know at the moment are,

Barbed Shot: When you make a firearm attack against a creature, it must succeed on a Con save or have Disadvantage on saving throws against poison for 1 minute.

Deadeye Shot: When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.

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 (Currently 3). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

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.

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:

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.

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

Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (currently 3). 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.

My current infusions that I know are as follows,

Repeating Shot:

Item: A simple or martial weapon with the ammunition property (requires attunement)

This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it.

If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

Enhanced Defense: (CURRENTLY INFUSED WITH BUCKLER)

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.

The bonus increases to +2 when you reach 10th level in this class.

Enhanced Weapon: (CURRENTLY INFUSED WITH NEEDLE LAUNCHER)

Item: A simple or martial weapon

This magic weapon grants a +1 bonus to attack and damage rolls made with it.

The bonus increases to +2 when you reach 10th level in this class.

Armor of Magical Strength:

Item: A suit of armor (requires attunement)

This armor has 6 charges. The wearer can expend the armor's charges in the following ways:

When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.
The armor regains 1d6 expended charges daily at dawn.

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.

Artificer Subclass (Armorer):

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
These spells are as follows, Magic Missile, and Thunderwave.

Arcane Armor:

Beginning at 3rd level, your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith's tools in hand.

You gain the following benefits while wearing this armor:

If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.

You can use the arcane armor as a spellcasting focus for your artificer spells.

The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a body part it is replacing.
You can doff or don the armor as an action.

The armor continues to be Arcane Armor until you don another suit of armor or you die.

Armor Model:

Beginning at 3rd level, you can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.
Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.

You can change the armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.

Guardian. You design your armor to be in the front line of conflict. It has the following features:

Thunder Gauntlets. Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.

Defensive Field. As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Infiltrator. You customize your armor for subtle undertakings. It has the following features:

Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.

Powered Steps. Your walking speed increases by 5 feet.

Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.


Spy Features:

Bravery of Wil. Spies can call upon their legacy to gain ample amounts of courage when necessary. You have advantage on saving throws against being frightened.

Greed of Men. Men are often seen as the greediest of races. When looting treasure of an unknown amount, you are able to find and recover %5 more currency than members of other races.

Sailors Traits:

Ship's Passage

When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.

Features & Traits
Rapier, buckler, dungeoneers pack, 50 feet of silk rope, lucky rabbits foot, thieves tools, poisoners kit, studded leather armor, pouch with 50 needles, dark blue cloak that covers his arms, leather gloves

Equipment Copper: 5, Silver: 9, Electrum: 0, Gold: 585, Platinum: 0 Money
Common and Sandsmen

All armors, shields, and weapons

Tinkerers Tools, Smiths Tools, Thieves Tools, Poisoners Kit (expertise), Navigators Tools, Alchemist Kit

Languages & Proficiencies


™ & © 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

Homebrew

Ravage

Wondrous Item

Legendary

Phew (Palm). ammunition (range 30/90), light, loading   Needle Launcher (Top of Wrist). ammunition (range 25/100), loading   Grenade Launcher (Triceps). ammunition (range 20/120), loading  

Ravage is the mechanical right arm of Aurel Dead-Man. It is much more realistic than his left arm, Murder, appearing human-like, but clearly made of a black metal. Hidden inside of the arm are several ranged weapons that are completely concealed when not in use: a phew which fires from his palm by flexing the hand and loads into a hidden compartment on the forearm, a needle launcher hidden near the top of his wrist, and a grenade launcher hidden in the triceps.

Type Damage Damage Range
Martial Ranged 1d8 / 1 Piercing 30/90, 25/100, 20/120

Cost: Priceless
Weight: 0lbs

tribality

Locket of Horrors

Wondrous Item

Rare Requires Attunement

When you attune to a locket of horrors, you must write in a journal every evening for at least an hour. If you fail to do so you become unattuned to the locket at sunrise, and you may not attune to the item again for 24 hours. If you willing unattune to the locket, you may may not attune to the item again for 24 hours. When writing in your journal for this purpose, you are not always aware of what you are writing until you have completed writing for the evening.   While you wear the locket, you have advantage on Wisdom saving throws. If you already have advantage on Wisdom saving throws from another source, when you make a Wisdom saving throw, you may roll an additional 1d6 1d6 and add the result to your saving throw.    As an action, you may open your locket, causing the words from your journal to spill out in a 30-foot line in front of you. Creatures caught in the line must succeed on a DC 15 Wisdom saving throw or suffer 27 (6d8) 6d8 psychic damage and become restrained by the inky-words until the end of your next turn. Creatures who succeed on the saving throw suffer half as much damage, and are not restrained.   Once you have opened the locket, it remains open until the following sunrise, at which time it closes again.  

Cost: 4000gp
Weight: 1lb

Glamoured Studded Leather

Armor Rare

While wearing this armor, you gain a +1 bonus to AC. You can also use a Bonus Action to speak the armor's Command Word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance last until you use this property again or remove the armor.

Type AC STR Req. Stealth Dis. Properties
Light 12

Weight: 13lb


 

Homebrew

Cloak of Wisdom

Wondrous Item

Rare Requires Attunement

When worn and attuned to a user, this cloak raises the wearer’s Wisdom score to 16. If the wearer already possesses a Wisdom score of 16 or higher, attuning to and wearing this magic item has no effect.

Cost: 1600gp
Weight: 4lb

Homebrew

Gloves of Fast Hands

Wondrous Item

Uncommon

You ignore the loading property of one type of weapon while you wear these gloves. The DM chooses the type or determines it randomly from the options below.  
d6Weapon Type
1 Blowgun
2 Crossbow, hand
3 Crossbow, heavy
4 Crossbow, light
5 Musket
6 Pistol / phew

Cost: 600gp
Weight: 1lb

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Homebrew

Forest Drake Larva CR: 3 (700 XP)

Medium dragon, unaligned
Armor Class: 16 (natural armor)
Hit Points: 51 (6d10+18) 6d10+18
Speed: 60 ft , fly: 0 ft , burrow: 0 ft , swim: 60 ft , climb: 30 ft

STR

14 +2

DEX

18 +4

CON

15 +2

INT

6 -2

WIS

12 +1

CHA

8 -1

Saving Throws: Dex +6, Con +4, Wis +3, Cha +1
Skills: Perception +5, Stealth +6
Damage Immunities: fire
Senses: blindsight 10ft, darkvision 60ft, passive Perception 15
Challenge Rating: 3 (700 XP)

Amphibious. The drake can breathe air and water.

Actions

Multiattack. The drake can make two claw attacks.   Bite. Melee Weapon Attack: +6 1d20+6 to hit, reach 5ft, one target. Hit: 9 (1d10+4) 1d10+4 piercing damage plus 3 (1d6) 1d6 fire damage.   Claw. Melee Weapon Attack: +6 1d20+6 to hit, reach 5ft, one target. Hit: 8 (1d8+4) 1d8+4 slashing damage.   Fire Breath (Recharge 5-6). The drake exhales fire in a 15ft cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) 7d6 fire damage on a failed save, or half as much damage on a successful one.

The small, wingless young of a forest drake. Herds of these small dragons can be seen traveling at high speeds through the jungles of Temfala, hunting small insects, reptiles, and mammals.

Suggested Environments

Jungles

Statblocks for your spells.

Level 0 Spells

PHB, page 248 SRD

Guidance

0-level (Cantrip) Divination

Casting Time 1 action
Range Touch
Duration Concentration, 1 minute
Components V, S

You touch one willing creature. Once before the spell ends, the target can roll a 1d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Class(es): Cleric, Druid

SRD

Mending

0-level (Cantrip) Transmutation

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S, M
Materials Two lodestones

This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, 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.

Class(es): Bard, Cleric, Druid, Sorcerer, Wizard

SRD

Message

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 120ft
Duration 1 round
Components V, S, M
Materials A short piece of copper wire

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.  
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

Class(es): Bard, Sorcerer, Wizard

SRD

Spare the Dying

0-level (Cantrip) Necromancy

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Class(es): Cleric

Level 1 Spells

SRD

Magic Missle

1-level Evocation

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

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.

Class(es): Sorcerer, Wizard

SRD

Thunderwave

1-level Evocation

Casting Time 1 action
Range Self (15ft cube)
Duration Instantaneous
Components V, S

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.  
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
2nd level: 3d8 thunder damage
3rd level: 4d8 thunder damage
4th level: 5d8 thunder damage
5th level: 6d8 thunder damage
6th level: 7d8 thunder damage
7th level: 8d8 thunder damage
8th level: 9d8 thunder damage
9th level: 10d8 thunder damage

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

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


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