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Rimmwum Fleemmarap

2 Level (0/900 XP for level-up) miner, demolishing expert Background Rock Gnome Race / Species / Heritage Neutral good Alignment
Artificer
Level 2
Hit Dice: 2/2
1d8+2 Class 1

STR
4
-3
DEX
14
+2
CON
15
+2
INT
17
+3
WIS
12
+1
CHA
12
+1
18
Hit Points
+2
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
25
Speed (walk/run/fly)
3 / 3
Magical tinkering
2/4 / 2/4
Infusions
Spellcasting ...
+5 Attack mod
INT Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-3 Strength
+2 Dexterity
+4 Constitution
+5 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+2 Acrobatics DEX
+1 Animal Handling WIS
+5 Arcana INT
-3 Athletics STR
+1 Deception CHA
+3 History INT
+1 Insight WIS
+1 Intimidation CHA
+5 Investigation INT
skills
+1 Medicine WIS
+3 Nature INT
+1 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+3 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Flintlock pistol +4 DEX 1d10+2 piercing
 range: 20/60, light, reload 1
crossbow +4 DEX 1d8+2 piercing
 range: 80/320, light,
dagger +4 DEX 1d4+2 piercing
 range: 20/60, finesse, light,
Attacks

Spell Book

he is a 3'4" gnome. he is paler in complexing than most rock gnomes. he has dark, brown, longish, curly hair. he wears glasses with attachable magnifying lenses. his outfit is a basic tan tunic with brown pants and dirty work boots. he wears a dirty overcoat with black stained hands, probably from grease.

Features & Traits
1) Flintlock, 18 bullets
2) Crossbow, 20 bolts
3) Dagger
4) Studded leather armor
5) Thieves tools
6) dungeons pack
7) Tinkers tools
8) some butter (2 uses)
9) some feathers (3 uses)
10) Money: 1 silver, 7 bronze
11) 7 pairs of Kobalt ears

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
1) 2 spell slots
2) 2 cantrips
3) 4 LVL 1 spells
4) spell save DC: 8+Profiecency Bonus+Intellegence modifier
5) Spell attack Modifier: Proficiency modifier+Intellengence modifier
Spellcasting
1) advantage on all intelligence, wisdom, and charisma saving throws against magic.
2) Knows Common, Gnomish, and dwarvish
3) thieves tools, tinkers tools, and one type of artisans tool of my choice
4) simple weapons, light armor, medium armor, and shields

Languages & Proficiencies
isn't the happiest of gnomes, but still an optimistic little fellow. gets impatient with people very easily and shockingly doesn't do very well with social interactions

Personality Traits
follower of Majere, the god of order and meditation

Ideals
Mother: Wimmo Fleemmarap
Older Brother: Knammim Fleemmarap
Younger Sister: Lyppun Fleemmarap

Bonds
is very strong-headed with his work and can be easily deceived due to his lack of knowledge in social interactions

Flaws
Infusions:
1) Repeating shot
2) Replicate magic item
3) Armor of magical strength
4) Enhanced arcane focus

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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Level 0 Spells

Transmutation Magic

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: V, S, M
Materials: Two lodestones
Duration: Instantaneous
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 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

Evocation Magic

Light

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, M
Materials: A firefly or phosphorescent moss
Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.   If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Available for: Artificer, Bard, Cleric, Sorcerer, Wizard

Level 1 Spells

PHB: P. 231

Detect Magic

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: Concentration, Concentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Available for: Templar, Lightworker, Soulbond

Grease

1-level Conjuration

Casting Time: 1 action
Range/Area: 60ft
Components: V, S, M
Materials: (a bit of pork rind or butter)
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: Wizard

FEATHER FALL

1-level Transmutation

Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range/Area: 60 feet
Components: V, M (a small feather or piece of down)
Duration: 1 minute

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Available for: Artificer, Bard, Sorcerer, Transmutation, Wizard

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

Catapult

1-level Abjuration

Casting Time 1 action
Range 60 ft.
Duration Instantaneous
Components S

Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

Class(es): Artificer, Sorcerer, Wizard

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