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Cloth Clothhead

6 Level (0/23000 XP for level-up) Urchin Background Deep Gnome Race / Species / Heritage Neutral Good Alignment
Battle Smith Artificer
Level 6
Hit Dice: 4/6
1d8+2 Class 1

STR
13
+1
DEX
17
+3
CON
14
+2
INT
19
+4
WIS
14
+2
CHA
12
+1
48
Hit Points
+3
Initiative (DEX)
18
Armor Class (AC)
+3
Prof. Bonus
25
Speed (walk/run/fly)
4 / 4
Magical Tinkering
Spellcasting ...
+7 Attack mod
INT Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Strength
+3 Dexterity
+5 Constitution
+7 Intelligence
+2 Wisdom
+1 Charisma
saving throws
+3 Acrobatics DEX
+2 Animal Handling WIS
+7 Arcana INT
+1 Athletics STR
+1 Deception CHA
+7 History INT
+2 Insight WIS
+1 Intimidation CHA
+4 Investigation INT
skills
+2 Medicine WIS
+4 Nature INT
+2 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+4 Religion INT
+6 Sleight of Hand DEX
+6 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Hand Crossbow +7 INT 1d6+5 Piercing
 Repeating Shot, Ammunition, Light, Loading, Range, Martial
Shocking Grasp +7 INT 2d8 Lightning
 V/S
Unarmed Strike +4 STR 2+1 Bludgeoning
Rapier +6 DEX 1d8+3+3 Piercing
 Finesse, Martial
Whip +6 DEX 1d4+3+3
 Martial, Finesse, Reach
Attacks

Spell Book

Racial Traits
Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Superior Darkvision: Your darkvision has a radius of 120 feet.

Stone Camouflage: You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.


Steel Defender
Armor Class 15
Hit Points 26
Speed 40 ft.

STR: 14 (+2)
DEX: 12 (+1)
CON: 14 (+2)
INT: 4 (-3)
WIS: 10 (+0)
CHA: 6 (-2)

Saving Throws: DEX +3, CON +4
Skills: Athletics +6, Perception +4
Damage Immunities: Poison
Condition Immunities: Charmed, Exhaustion, Poisoned
Senses: Darkvision 60 ft., Passive Perception 14
Languages: understands the languages you speak

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the defender’s skill and saving throw bonuses (above), the bonuses to hit and damage of its rend attack, and the number of hit points restored by its Repair action (below).

Vigilant. The defender can’t be surprised.

Steel Defender. In combat, the steel defender 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 one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.

If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.

Actions
Force-Empowered Rend. Melee Weapon Attack: +6 to hit, reach 5 ft., one target you can see. Hit: 1d8 + 2 force damage.

Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + 2 hit points to itself or to one construct or object within 5 feet of it.

Reactions
Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.


Magical Tinkering
At 1st level, you learn 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.


The Right Tool for the Job
At 3rd level, you learn how to produce exactly the tool you need: with thieves’ tools or artisan’s tools, 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.


Battle Ready
Your combat training and your experiments with magic have paid off in two ways:

You gain proficiency with martial weapons.
When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Features & Traits
Equipment
Dungeoneer's Pack
Crossbow Bolts
2x Light Crossbows
Whip
Warhammer
Blowgun
Rapier
Scale Mail
Small Knife
Thieves' Tools
Tinderbox
10x Torch
Waterskin
Magmin's Glider
Alchemist's Fire
2 Lion Cards
1 Wolf Card
1 Hawk Card
Jade Ram Deck
Amethyst
Bit and Bridle
Ball Bearings (1,000)
Block and Tackle
Caltrops (20)
Chalk
Crampons
Crowbar
Fishing Tackle
Flask
Grappling Hook
Hammer
Manacles
Steel Mirror
10ft Pole
Portable Ram
Smith's Tools
Thieve's Tools
Weaver's Tools
3 Vials
Whetstone
Waterskin
Cov's Flower
Climbing Gear
Standard Slamdeck
Toryu's Hair
Jackson's Hair
Carriage
Healing Potions x3
Shovel
10x Piton
Very Comfortable Blanket
Banana Keychain
Banana Painting
Banana Constellation Drawing
Banana Bread


Money
1,940 Gold, 60 Sliver

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Cantrips

Shocking Grasp
Spare the Dying


1st Level

Catapult
Cure Wounds
Faerie Fire
Grease
False Life
Heroism
Shield


2nd Level Spells

Warding Bond
Branding Smite
Enlarge/Reduce
Levitate
Spellcasting
ARMOR
Light Armor, Medium Armor, Shields
WEAPONS
Simple Weapons, Martial Weapons
TOOLS
Alchemist's Supplies, Disguise Kit, Thieves' Tools, Tinker's Tools, Weaver's Tools, Smith's Tools
LANGUAGES
Common, Gnomish, Undercommon

Languages & Proficiencies
Repeating Shot
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.


Bag of Holding
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.


Boots of Elvenkind
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.


Homunculus Servant
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 it dies, it vanishes, leaving its heart in its space.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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