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Balthazar Malmoz

3 Level (0/2700 XP for level-up) Charlatan Background Tiefling (Variant; Hellfire) Race / Species / Heritage TN Alignment
Artificer (Artillerist)
Level 3
Hit Dice: 3/3
1d8+1 Class 1

STR
11
+0
DEX
14
+2
CON
12
+1
INT
18
+4
WIS
10
+0
CHA
10
+0
27
Hit Points
+2
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
2 / 2
Infusions
Spellcasting ...
+6 Attack mod
INT Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+2 Dexterity
+3 Constitution
+6 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+2 Acrobatics DEX
+0 Animal Handling WIS
+4 Arcana INT
+0 Athletics STR
+2 Deception CHA
+6 History INT
+0 Insight WIS
+0 Intimidation CHA
+6 Investigation INT
skills
+0 Medicine WIS
+4 Nature INT
+0 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+4 Religion INT
+4 Sleight of Hand DEX
+2 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +4 DEX 1d4+2 piercing
 finese, light, thrown
Club +2 STR 1d4 bludgeoning
 light
Eldritch Cannon A (Force Ballista) +6 INT 2d8 force
 120ft. on hit: push back 5ft
Eldritch Cannon B (Flamethrower) +6 INT 2d8 fire
 15ft cone. DC 14 Dex save for half
Pebble (literally just a rock) +6 INT 1d6 bludgeoning
 60ft
Light Crossbow (a.k.a lame ass stupid weapon for nerds) +4 DEX 1d8+2 piercing
 80ft/320ft. ammunition, loading, two-handed
Attacks

Spell Book

Artificer Infusions
  • Mind Sharpener

  • Enhanced Defense

  • Replicate Magic Item: Rope of Climbing

  • Replicate Magic Item: Bag of Holding


  • 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.


    Infuse Item
    At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.

    Infusions Known


    When you gain this feature, pick four artificer infusions to learn, choosing from the "Artificer Infusions" section at the end of the class's description. 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.

    Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

    The description of each of the following infusions details the type of item that can receive it, along with whether the resulting magic item requires attunement.

    Some infusions specify a minimum artificer level. You can't learn such an infusion until you are at least that level.

    Unless an infusion's description says otherwise, you can't learn an infusion more than once.

    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 (see "Attunement" in chapter 7 of the Dungeon Master's Guide).

    Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.

    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 immediately 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.

     


    Artificer Specialist: Artillerist
    An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power was valued by all the armies of the Last War. Now that the war is over, some members of this specialization have sought to build a more peaceful world by using their powers to fight the resurgence of strife in Khorvaire.

    Tool Proficiency


    When you adopt this specialization at 3rd level, you gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

    Artillerist Spells


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

    Artillerist Spells


  • Shield

  • Thunderwave


  • False Identity
    You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.


    Racial traits


  • Darkvision

  • Hellish Resistance

  • Features & Traits
    Fine Clothes
    Thieves' Tools, Dungeoneer's Pack, Disguise Kit
    tools of the con of your choice (fake documents)
    Pouch: 15gp

    Scale mail

    Light crossbow & 20 bolts
    Club
    Dagger

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Spell attack bonus: +6
    Spell save DC: 14
    Ritual casting

    Cantrips known: 2
    Spells prepared: 5
    Spellcasting
    Languages
    Common
    Infernal

    Tools
    Thieves' Tools
    Tinker's Tools
    Disguise Kit
    Calligrapher's Supplies
    Woodcarver's Tools

    Other
    Light Armor
    Medium Armor
    Shields
    Simple Weapons

    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.

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    Tiefling (Variant)

    Ability Score Increase Int +1, Dex or Cha +2
    Size Medium
    Speed 30ft

    Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.   Hellish Resistance. You have resistance to fire damage.   Choose 1 of the following: Infernal Legacy You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the darkness spell; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.   Devil's Tongue. You know the vicious mockery cantrip. When your reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait. When you reach 5th level, you can cast the enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait.   Hellfire. You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the burning hands spell once per day as a 2nd-level spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the darkness spell; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.   Winged. You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet while you aren't wearing heavy armor.

    Languages. Tieflings understand Common, Infernal, and Undercommon

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    Level 0 Spells

    Mending

    0-level (Cantrip) Transmutation

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

    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.

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

    PHB

    Magic Stone

    0-level (Cantrip) Transmutation

    Casting Time 1 Bonus Action
    Range Touch
    Duration 1 Minute
    Components V, S

    You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone.   If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.

    Class(es): Artificer, Druid, Warlock, Cleric (Nature Domain)

    PHB

    Thaumaturgy

    0-level (Cantrip) Transmutation

    Casting Time 1 Action
    Range 30ft
    Duration Up to 1 Minute
    Components V

    You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

    • Your voice booms up to three times as loud as normal for 1 minute.
    • You cause flames to flicker, brighten, dim, or change color for 1 minute.
    • You cause harmless tremors in the ground for 1 minute.
    • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
    • You instantaneously cause an unlocked door or window to fly open or slam shut.
    • You alter the appearance of your eyes for 1 minute.
    If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

    Class(es): Cleric, Sorcerer (Divine Soul)

    Level 1 Spells

    PHB

    Faerie Fire

    1-level Evocation

    Casting Time 1 Action
    Range 60ft
    Duration Concentration, up to 1 Minute
    Components V

    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.

    Class(es): Artificer, Bard, Druid, Cleric (Light Domain), Warlock (The Archfey)

    PHB

    Disguise Self

    1-level Illusion

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

    You make yourself — including your clothing, armor, weapons, and other belongings on your person — look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.   The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.   To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

    Class(es): Artificer, Bard, Sorcerer, Wizard, Cleric (AmbCleric (Trickery Domain), Fighter (Eldritch Knight), Ranger (Gloom Stalker), Rogue (Arcane Trickster)

    PHB

    Expeditious Retreat

    1-level Transmutation

    Casting Time 1 Bonus Action
    Range Self
    Duration Concentration, Up to Ten 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): Artificer, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Paladin (Oath of Treachery), Rogue (Arcane Trickster)

    PHB

    Alarm

    1-level Abjuration (ritual)

    Casting Time 1 Minute
    Range 30ft
    Duration 8 hours
    Components V, S, M
    Materials a tiny bell and a piece of fine silver wire

    You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.   A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.   An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

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

    PHB pg 231

    Detect Magic

    1-level Divination (ritual)

    Casting Time 1 Action
    Range Self
    Duration Concentration, Up to 10 minutes
    Components VS

    For the duration, you sense the presence of magic within 30 feet of you. If 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.

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

    PHB

    Burning Hands

    1-level Evocation

    Casting Time 1 Action
    Range Self (15ft cone)
    Duration Instantaneous
    Components V, S

    As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.   The fire ignites any flammable objects in the area that aren't being worn or carried.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

    Class(es): Sorcerer, Wizard, Cleric (Light Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Monk (Way of the Sun Soul), Rogue (Arcane Trickster), Warlock (The Fiend)

    PHB

    Shield

    1-level Abjuration

    Casting Time 1 reaction, which you take when you are hit by an attack or targeted by the Magic Missile spell
    Range Self
    Duration 1 Round
    Components V, S

    An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile

    Class(es): Sorcerer, Wizard, Artificer (Artillerist), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Hexblade)

    PHB

    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.

    Class(es): Bard, Druid, Sorcerer, Wizard, Artificer (Artillerist), Cleric (Tempest Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Rogue (Arcane Trickster)

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