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Caches Brimming Beard.
Level 1 (0/300 XP for level-up)
Background Sage
Size Small
Species Gnome
Artificer
Level 1
Hit dice 1/1
1d8+3

STR 8
-1
STR save: -1
DEX 14
+2
DEX save: +2
CON 16
+3
CON save: +5
INT 17
+3
INT save: +5
WIS 10
+0
WIS save: +0
CHA 8
-1
CHA save: -1

Initiative (DEX)
+2
Speed
30
Heroic Inspiration
Armor Class (AC)
15
Chain Shirt
Armor Class w/Shield
17
Wind Shield Cuff
Hit Points
11 / 11
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+5
Ability
INT
Abi Mod
+3
Save DC
13
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
+1 Crossbow, Light +4 DEX 1d8+4+2 Piercing
 Infusion: Enhanced Weapon, Ammunition, Loading, Range, Two-Handed, Slow
Big Ass Wrench +1 STR 1d6-1 Bludgeoning
 Simple, Versatile (1d8-1), Topple
Chisel +4 DEX 1d4+2 Piercing
 Simple, Finesse, Light, Thrown, Nick, Range (20/60)
Hammer +1 STR 1d4-1 Bludgeoning
 Simple, Light, Thrown, Nick, Range (20/60)
Handsaw +1 STR 1d6-1 Slashing
 Simple, Light, Thrown, Vex, Range (20/60)
Screwdriver +4 DEX 1d4+2 Piercing
 Simple, Finesse, Light, Thrown, Nick, Range (20/60)
Wrench +1 STR 1d4-1 Bludgeoning
 Simple, Light, Slow
Shocking Grasp +5 INT 1d8 Lighting
 On a hit, it can’t make Opportunity Attacks until the start of its next turn.
Unarmed Strike +1 STR 2-1
 Grapple or Shove
Armor ( AC Mod: +12 )
W T  Armor AC D Properties
Chain Shirt +3
Wind Shield Cuff ++2
Skills
P/E Bonus Skill Abi
+2 Acrobatics DEX
+0 Animal Handling WIS
+5 Arcana INT
-1 Athletics STR
-1 Deception CHA
+5 History INT
+0 Insight WIS
-1 Intimidation CHA
+5 Investigation INT
+0 Medicine WIS
+3 Nature INT
+0 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+3 Religion INT
+4 Sleight of Hand DEX
+2 Stealth DEX
+0 Survival WIS

+4 Expertise Bonus
+2 Proficiency Bonus
Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
+5
1 Action 30 ft Instantaneous V, S
 Notes:   You exert control over the elements, creating one of the following effects within range. Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren’t affected. Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand. Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke’s scent lingers for 1 minute. Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute. Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour.
+5
1 Action 120 ft Instantaneous 1d10 V, S
 Notes:   You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn’t being worn or carried.
+5
1 Action 30 ft 1 Minute S,M
 Notes:   You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. Image. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
+5
1 Action 30 ft 1 Minute V, S
 Notes:   A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet. The hand can’t attack, activate magic items, or carry more than 10 pounds.
+5
1 Minute Touch Instantaneous V, S, M
 Notes:   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, but it can’t restore magic to such an object.
+5
1 Action Touch Concentration, up to 1 minute V, S
 Notes:   You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.
+5
1 Action 10 ft 1 hour V, S
 Notes:   You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time. Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire. Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot. Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.
+5
10 Minutes 10 ft 1 hour V, S
 Notes:   When you spend 10 minutes casting this spell, you can create a Tiny clockwork device (AC 5, 1 HP), such as a toy, fire starter, or music box. When you create the device, you determine its function by choosing one effect from this spell; the device produces that effect whenever you or another creature takes a Bonus Action to activate it with a touch. If the chosen effect has options within it, you choose one of those options for the device when you create it. For example, if you choose the spell’s ignite-extinguish effect, you determine whether the device ignites or extinguishes fire; the device doesn’t do both. You can have three such devices in existence at a time, and each falls apart 8 hours after its creation or when you dismantle it with a touch as a Utilize action.
+5
1 Action Self Instantaneous S, M
 Notes:   Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon’s normal damage type (your choice). Cantrip Upgrade. Whether you deal Radiant damage or the weapon’s normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).

Level 1 Spells
2 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds
+5
1 Action Touch Instantaneous 2d8+3 V, S
 Notes:   A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.
Detect Magic
+5
1 Action 30 ft Concentration, up to 10 minutes / Ritual V, S
 Notes:   For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Feather Fall
+5
1 Reaction 60 ft 1 minute V, M
 Notes:   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 a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.
Make Spirit Friend
+5
1 Hour 10 ft Instantaneous V, S, M
 Notes:   You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands. Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has. Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell. Combat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. Disappearance of the Familiar. When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. One Familiar Only. You can’t have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.
Money
Copper: 0, Silver: 7, Electrum: 0, Gold: 1, Platinum: 0
Treasure and Equipment

Bag of Holding, Scale Mail, Chisel*(Dagger), Screwdriver*(Dagger), +1 Infused Crossbow Light, Handsaw*(Handaxe), Hammer*(Light Hammer), Wrench*(Club), Big Ass Wrench*(Quarterstaff), Shield, Crossbow Bolts, Backpack, Crowbar, Dad's Nevermind Ball*(Metal Ball Looking Swiss Army Knife, Tinkering Tools), Hammer, Piton, Rations (1 day), 5 Vials, Rope Hempen (50 feet), Tinderbox, Torch, Waterskin, Leatherworker's Tools, Tinker's Tools, Thieves' Tools, Smith's Tools, Prism Goggles, Prosthetic Left Arm




Proficiencies, Languages, and Talents

Armor: Light Armor, Medium Armor, Shields


Weapons: Firearms (Optional rule at DM discretion), Simple Weapons


Tools: Calligrapher's Supplies, Leatherworker's Tools, Thieves' Tools, Tinker's Tools


Languages: Common, Draconic, Gnomish



Features & Traits

ARTIFICER


As an Artificer, you gain the following class features when you reach the specified Artificer levels. These features are listed on the Artificer Features table.


LEVEL 1: MAGICAL TINKERING


As a Magic action while holding Tinker’s Tools, you can create one item in an unoccupied space within 5 feet of yourself, choosing the item from the following list: Ball Bearings, Basket Bedroll, Bell, Blanket, Block and Tackle, Bucket, Caltrops, Candle, Crowbar, Flask, Jug, Lamp, Net, Oil, Paper, Parchment, Pole, Pouch, Rope, Sack, Shovel, String, Tinderbox, Torch, Vial


See the rules for the item in the Player’s Handbook. The item vanishes after 1 hour (check with your DM to change this to 8-24 hours).


You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.


 


LEVEL 2: REPLICATE MAGIC ITEM


You have learned arcane plans that you use to make magic items.


Plans Known. When you gain this feature, choose four plans to learn from the Magic Item Plans (Artificer Level 2+) table (see the Dungeon Master’s Guide for the items’ descriptions). Bag of Holding, Cap of Water Breathing, Sending Stones, and Wand of the War Mage +1 are recommended. Whenever you gain an Artificer level, you can replace one of the plans you know with a new plan for which you qualify. You learn another plan of your choice when you reach certain Artificer levels, as shown in the Plans Known column of the Artificer Features table.


Creating an Item. When you finish a Long Rest, you can create one or two different magic items if you have Tinker’s Tools in hand. Each item is based on one of the plans you know for this feature. If a created item requires Attunement, you can attune yourself to it the instant you create it. If you decide to attune to the item later, you must do so using the normal process for Attunement. When you reach certain Artificer levels specified in the Magic Items column of the Artificer Features table, the number of magic items you can create at the end of a Long Rest increases. Each item you create must be based on a different plan you know. If you try to exceed your maximum number of magic items for this feature, the oldest item vanishes, and then the new item appears.


Duration. A magic item created by this feature functions exactly like the normal magic item, except its magic isn’t permanent. When you die, the magic item vanishes after 1d4 of days. If an item that you created with this feature is a container, such as a Bag of Holding, and it vanishes, its contents harmlessly appear in and around its space.


LEVEL 3: ARTIFICER SUBCLASS


You gain an Artificer subclass of your choice. The Alchemist, Armorer, Artillerist, and Battle Smith subclasses are detailed after this class’s description. A subclass is a specialization that grants you features at certain Artificer levels. For the rest of your career, you gain each of your subclass’s features that are of your Artificer level or lower.


LEVEL 3: RIGHT TOOL FOR THE JOB


The list of items you can create with Magical Tinkering now includes Artisan’s Tools, which are described in the Player’s Handbook.


LEVEL 4: ABILITY SCORE IMPROVEMENT


You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Artificer levels 8, 12, and 16.


LEVEL 6: MAGIC ITEM TINKER


Your Replicate Magic Item feature improves as follows:


Drain Magic Item. As a Bonus Action, you can touch a magic item within 5 feet of yourself that you created with Replicate Magic Item and cause the item to vanish, converting its magical energy into a spell slot. The slot is level 1 if the item is Common or level 2 if the item is Uncommon or Rare. Once you use this feature, you can’t do so again until you finish a Long Rest. Any spell slot you create with this feature vanishes when you finish a Long Rest.


Expanded Replication. When you learn a plan for your Replicate Magic Item feature, you can now also choose from the Magic Item Plans (Artificer Level 6+) table.


LEVEL 7: FLASH OF GENIUS


When you or a creature you can see within 30 feet of you fails an ability check or a saving throw, you can take a Reaction to add a bonus to the roll, potentially causing it to succeed. The bonus equals your Intelligence modifier.


You can take this Reaction a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Long Rest.


LEVEL 10: MAGIC ITEM ADEPT


You’ve achieved a profound understanding of how to use and make magic items, granting you the following benefits:


Additional Attunement. You can attune to up to four magic items at once rather than three.


Expanded Replication. When you learn a plan for your Replicate Magic Item feature, you can now also choose from the Magic Item Plans (Artificer Level 10+) table.


LEVEL 11: SPELL-STORING ITEM


Whenever you finish a Long Rest, you can touch one Simple or Martial weapon or one item that you can use as a Spellcasting Focus, and you store a spell in it, choosing a level 1, 2, or 3 Artificer spell that has a casting time of an action (you needn’t have the spell prepared).


While holding the object, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires Concentration, the creature must concentrate. The spell stays in the object until it’s been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.


LEVEL 14: MAGIC ITEM SAVANT


Your skill with magic items deepens, granting you the following benefits:


Additional Attunement. You can attune to up to five magic items at once rather than three.


Expanded Replication. When you learn a plan for your Replicate Magic Item feature, you can now also choose from the Magic Item Plans (Artificer Level 14+) table. You can have no more than three Rare items created by Replicate Magic Item at a time.



Creature Type


You are a Humanoid.


Size


You are Small.


Speed


Your Speed is 30 ft.


Darkvision


You have Darkvision with a range of 60 ft.


Gnomish Cunning


You have Advantage on Intelligence, Wisdom, and Charisma saving throws.


Gnomish Lineage


Rock Gnome


You know the Mending and Prestidigitation cantrips.


In addition, you can spend 10 minutes casting Prestidigitation to create a Tiny clockwork device. When you create the device, you determine its function by choosing one effect from Prestidigitation; it produces that effect whenever you or another creature takes a Bonus Action to activate it with a touch. If the chosen effect has options within it, you choose one option for the device when you create it.


You can have three such devices in existence at a time, and each falls apart 8 hours after its creation or when you dismantle it with a touch as a Utilize action.


Create Tiny Clockwork Device: 1 Action


Tiny Clockwork Device: Activate: 1 Bonus Action


Tiny Clockwork Device: Dismantle: 1 Action



Spellcasting

When casting, his spells have a white & red aura about them. Casting his spells he channels his magical energy through his tools and his connection with his tools. His favorite tool being a screwdriver he wears on a magnetic necklace he made around his neck.




Notes

Note To Self: Make or Get Iron Giant a Hat of Disguise and Gauntlets of Ogre Power.


Make Erno and/or Lucas, Gauntlets of Ogre Power.


Wishlist/Ideas:


All-Purpose Tool, BIC Silver Fountain Pen Upgraded (Hadiya's Handy Quill), Eyes of Minute Seeing, Night Owl's Half-Moon Spectacles, Animated Shield, Belt of Dwarvenkind, Serpent Scale Armor, Staff of Defense






™ & © Wizards of the Coast - D & D 5e Character Sheet v3.02, made by Tillerz - Updated: 2024-11-22

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