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Reminiscence "Rem" Dedai

15 Level (0/195000 XP for level-up) Investigator Background High Elf Race / Species / Heritage Alignment
Artificer
Level 15
Hit Dice: 15/15
1d8+1 Class 1

STR
10
+0
DEX
12
+1
CON
13
+1
INT
18
+4
WIS
14
+2
CHA
11
+0
93
Hit Points
+6
Initiative (DEX)
17
Armor Class (AC)
+5
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+9 Attack mod
INT Ability
+4 Abi Mod
17 Save DC
+10 Expertise Bonus
+5 Proficiency Bonus
+0 Strength
+1 Dexterity
+6 Constitution
+9 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+1 Acrobatics DEX
+2 Animal Handling WIS
+9 Arcana INT
+0 Athletics STR
+0 Deception CHA
+9 History INT
+7 Insight WIS
+0 Intimidation CHA
+9 Investigation INT
skills
+2 Medicine WIS
+4 Nature INT
+12 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+4 Religion INT
+6 Sleight of Hand DEX
+1 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Quarterstaff +7 STR 1d6 bludgeoning
 Versatile (1d8)
Attacks

Spell Book

Keen Mind: You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:
You always know which way is north.
You always know the number of hours left before the next sunrise or sunset.
You can accurately recall anything you have seen or heard within the past month.

Skill Expert: + 1 prof + 1 expert

Alert: Always on the lookout for danger, you gain the following benefits:
You can't be surprised while you are conscious.
You gain a +5 bonus to initiative.
Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

Official Inquiry: You're experienced at gaining access to people and places to get the information you need. Through a combination of fast-talking, determination, and official-looking documentation, you can gain access to a place or an individual related to a crime you're investigating. Those who aren't involved in your investigation avoid impeding you or pass along your requests. Additionally, local law enforcement has firm opinions about you, viewing you as either a nuisance or one of their own.

Features & Traits
-light crossbow
-studded leather armor (enhanced via infusion; +2 to AC)
-cool quarterstaff (enhanced via infusion; +2 to attack + dmg rolls; 'Tasha's Mind Whip' stored within (8/8 left))
-spare quarterstaff
-cloak of elvenkind (infusion; hood up = adv in stealth + perception checks to see you are disadv. takes an action to manipulate hood)
-belt of hill giant strength (infusion; puts str at 21)
-animated shield

magnifying glass, "a small locked box that quietly hums a lovely melody at night, but you always forget it in the morning" (case trinket from investigator), common clothes, calligrapher's supplies, forgery kit, thieves' tools, dungeoneer's pack, 2 flasks of lamp oil, modron encoded map, common decoded map


"Quartz" the Homunculus Servant (infusion): Tiny, crystalline construct. He/him. Humanoid in appearance. He's kinda rude sometimes.

"The Library" the Artificial Mind (archivist): Tiny spectral presence. It/its. Horse skull appearance. Intangible + invulnerable; can pass through creatures but not objects; darkvision of 60ft. Gives Rem proficiency in medicine and survival. Dismisses itself when over 300ft away from the magic item it's projected from. As an action, Rem can see through The Library until her concentration breaks.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
rem has 13 spells (+ 5 cantrips (1 from high elf))

3 lvl1
3 lvl2
3 lvl3
2 lvl4
Spellcasting
disguise kit, thieves' tools, tinker’s tools, painter's supplies, calligrapher's supplies, forgery kit

longsword, shortsword, shortbow, and longbow, simple weapons, light armor, medium armor, shields

common, elvish, draconic

Languages & Proficiencies
list of infusions
rem has 10 (and can use 5):
spell-refueling ring
replicate magic item (belt of hill giant strength)
replicate magic item (cloak of elvenkind)
armor of tools
enhanced weapon
boots of the winding path
enhanced defense
homunculus servant
resistant armor
mind sharpener


IMPORTANT


I LOVE DND5E.WIKIDOT (class + subclass stuff) (includes a lot of stuff i didn't want to type out !!!!)
http://dnd5e.wikidot.com/artificer
http://dnd5e.wikidot.com/artificer:archivist-ua

Notes


™ & © 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

Cloak of Elvenkind

Wondrous Item Uncommon (this item requires attunement)

While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.

Cost: 300 gp Weight: 1lb


 

DnD 5e Dungeon Master's Guide

Belt of Giant Strength

Wondrous Item Varies (this item requires attunement)

While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you. Six varieties of this belt exist, corresponding with and having rarity according to The Six kinds of true Giants. The belt of Stone Giant Strength and the belt of Frost Giant Strength look different, but they have the same effect.


  Type Strength Rarity
Hill Giant 21 Rare
Stone Giant / Frost Giant 23 Very rare
Fire Giant 25 Very rare
Cloud Giant 27 Legendary
Storm Giant 29 Legendary


 

Animated Shield

Armor Magical Very Rare (this item requires attunement)

While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.   A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Type AC STR Req. Stealth Dis. Properties
Shield 2

Weight: 6lb


 

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.

Statblocks for your spells.

Level 0 Spells

Basic Rules, pg. 277

Spare the Dying

0-level (Cantrip) Necromancy

Casting Time 1 action
Range Touch
Duration Instantaneous
Components Verbal, Somatic

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): Artificer, Cleric

PHB

Guidance

0-level (Cantrip) Divination

Casting Time 1 Action
Range Touch
Duration Concentration, Concentration, up to 1 minute
Components V S

You touch one willing creature. Once before the spell ends, the target can roll a d4 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

Basic Rules, pg. 259

Message

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 120 ft.
Duration 1 round
Components Verbal, Somatic, Material
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): Artificer, Bard, Sorcerer, Wizard

Basic Rules, pg. 267

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 10 ft.
Duration 1 hour
Components Verbal, Somatic

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard

Guildmasters' Guide to Ravnica

Encode Thoughts

0-level (Cantrip) Enchantment

Casting Time 1 action
Range Self
Duration 8 hours
Components Somatic

Putting a finger to your head, you pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.   If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as Detect Thoughts or Modify Memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.   Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting Detect Thoughts on the strand has the same effect.)

Class(es): Wizard

Level 1 Spells

PHB, page 224

Comprehend Languages

1-level Divination (ritual)

Casting Time 1 Action
Range Self
Duration 1 Hour
Components V, S, M
Materials (a pinch of soot and salt)

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.   This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

Class(es): Wizard

XGE, page 150. Also found in EEPC, page 15.

Absorb Elements

1-level Abjuration

Casting Time 1 Reaction
Range Self
Duration 1 Round
Components S

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Class(es): Ranger

PHB pg 272

Sanctuary

1-level Abjuration

Casting Time 1 bonus action
Range 30 Feet
Duration 1 Minute
Components VSM
Materials A small silver mirror

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a  failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack casts a spell that affects an enemy, this spell ends.

Class(es): Cleric

PHB, page 238

Expeditious Retreat

1-level Transmutation

Casting Time 1 bonus action
Range Self
Duration Concentration, 10 minutes
Components V, S

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Class(es): Sorcerer, Warlock, Wizard

D&D 5e PHB Page 230

Cure Wounds

1-level Evocation

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

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.

Class(es): Bard, Cleric, Druid, Paladin, Ranger

Tasha’s Cauldron of Everything, pg. 115

Tasha's Caustic Brew

1-level Evocation

Casting Time 1 action
Range Self
Duration Concentration, up to 1 minute
Components Verbal, Somatic, Material
Materials a bit of rotten food

A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.

Class(es): Artificer, Sorcerer, Wizard

Spell LevelDamage
1st 2d4
2nd 4d4
3rd 6d4
4th 8d4
5th 10d4
6th 12d4
7th 14d4
8th 16d4
9th 18d4

Level 2 Spells

Strixhaven: A Curriculum of Chaos, pg. 38

Vortex Warp

2-level Conjuration

Casting Time 1 action
Range 90 ft.
Duration Instantaneous
Components Verbal, Somatic

You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.

Class(es): Artificer, Sorcerer, Wizard

PHB

Lesser Restoration

2-level Abjuration

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V S

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Class(es): Bard, Cleric, Druid, Paladin Ranger

Player's Handbook

Enhance Ability

2-level Transmutation

Casting Time 1 action
Range Touch
Duration Concentration, 1 hour
Components V,S,M (fur or a feather from a beast)

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects: the target gains the effect until the spell ends.

  • Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
  • Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
  • Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
  • Eagle’s Splendor. The target has advantage on Charisma checks.
  • Fox’s Cunning. The target has advantage on Intelligence checks.
  • Owl’s Wisdom. The target has advantage on Wisdom checks.

 
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

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

Level 3 Spells

Player's Handbook

Revivify

3-level Necromancy

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S, M
Materials Diamonds worth 300 gp, which the spell consumes

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Class(es): Cleric, paladin

Player's Handbook

Dispel Magic

3-level Abjuration

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

Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.

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

Player's Handbook

Fly

3-level Transmutation

Casting Time 1 action
Range Touch
Duration Concentration, 10 minutes
Components V,S,M (a wing feather)

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Class(es): Sorcerer, Warlock, Wizard

Level 4 Spells

Mordenkainen's Private Sanctum

4-level Abjuration

Casting Time 10 Minutes
Range 120ft
Duration 24 hours
Components V, S, M
Materials a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite

You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.   When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:

  • Sound can't pass through the barrier at the edge of the warded area.
  • The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
  • Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter.
  • Creatures in the area can't be targeted by divination spells.
  • Nothing can teleport into or out of the warded area.
  • Planar travel is blocked within the warded area.
  Casting this spell on the same spot every day for a year makes this effect permanent.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.

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

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

Serial Number: TAS61224

Rod

Very Rare

Properties unknown

A three foot rod made of brass. Several hair-thin seams are visiable across the surface. The top is flared like a funnel and there is evidence something has been broken off this side. 6 inches from the funnel tip, there are threaded, circular sockets in a 2x2 array. Two of these slots are occupied by glass vaccuum tubes.
Halfway down the rod, there are a series of buttons. a two x two array of 6 small buttons and a large one on the opposite side of the rod. Some kind of structure has been broken off from around the larger button. The bottom of the staff is curved slightly and end at a point where something has been violently broken off. The jagged metal has been wrapped by layers of thick leather to protect the user.

Cost: n/a
Weight: 5lbs


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