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Lahke Deemonite Pettur

1 Level (0/300 XP for level-up) Charlatan Background Goblin Race / Species / Heritage Chaotic-Good Alignment
Artificer
Level 1
Hit Dice: 1/1
1d8-5 Class 1

STR
0
-5
DEX
0
-5
CON
0
-5
INT
0
-5
WIS
0
-5
CHA
0
-5
3
Hit Points
-5
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
5
Passive Perception
Spellcasting ...
-3 Attack mod
INT Ability
+-5 Abi Mod
5 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+0 Dexterity
+2 Constitution
+2 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+ Acrobatics DEX
+ Animal Handling WIS
+2 Arcana INT
+ Athletics STR
+2 Deception CHA
+ History INT
+ Insight WIS
+ Intimidation CHA
+ Investigation INT
skills
+2 Medicine WIS
+ Nature INT
+ Perception WIS
+ Performance CHA
+ Persuasion CHA
+ Religion INT
+2 Sleight of Hand DEX
+ Stealth DEX
+ Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Light Crossbow +2 DEX 1d8 Piercing
 range (80-320), two handed
Dagger +2 DEX 1d4 Piercing
 Finesse, Light, Thrown (Range 20-60)
Dagger +2 DEX 1d4 Piercing
 Finesse, Light, Thrown (Range 20-60)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Booming Blade 1 action self (5-foot radius) 1 round 1d8
Sword Burst 1 action Self (5-foot radius) Instantaneous 1d6

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Tasha's Caustic Brew 1 action Self(30-foot line) 1 minute 2d4
Cure Wounds 1 action Touch Instantaneous 1d8
Fey Ancestry: Advantage on Saving Throws to avoid or end Charmed Condition on myself...
Dark Vision: 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 discern colors in that darkness only as shades of gray
Fury of the Small: When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, you can only use it once per turn. Regain all expended uses after a long rest.
Nimble Escape: You can take the Disengage or Hide action as a bonus action on each of your turns.
Magical Tinkering: You've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisans' tools in hand. You then touch a tiny non-magical object as an action and give it one magical effect.(Sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Records a 6-second message that is played whenever tapped by a creature and is heard up to 10 feet away. Continually emits a nonverbal sound that is perceivable up to 10 feet away. A static visual effect appears on one of the objects surfaces picture or words up to 25 words.) This effect lasts indefinitely unless stopped with an action. Objects can only have one effect at a time. The amount of effects you can have is equal to your intelligence modifier minimum of 1 and when it is exceeded, the oldest affect disappears.
Spell casting: Uses his hammer as his spell casting focus. The number of spells is equal to your spell slots. To cast a spell slot you have the spell prepared. To determine how many types of spells you can prepare, you must add your Intelligence bonus plus your level and round down.
At level 2 Gain Infuse Item: You've gained the ability to imbue mundane items with certain magical infusions. When you gain this trait, pick four artificer infusions to learn. Whenever you gain a level, you can replace one infusion with another. Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your infusions. If the item requires attunement, you can attune yourself to it the instant you infuse the item. Your infusion lasts on the object indefinitely, but when you die the infusion vanishes after a number of days equal to your intelligence modifier. You can infuse more than one non-magical object at a time. No object can bear more than one infusion. If you try to exceed your maximum the oldest one ends.
At level 3 Gain Battle Smith Artificer Specialist: choose one of the subclasses. I chose Battle Smith
At level 3 Gain The Right Tool For the Job: You've learned how to produce exactly the tool you need with thieves tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This requires 1 hour of uninterrupted work. Can coincide with a short or long rest. Though the product of magic, the tools are non-magical, and they vanish when you use this feature again.
At level 3 Gain Tool Proficiency: You gain proficiency with smiths tools.
At level 3 Gain Battle Smith Spells: you always have Certain spells prepared after you reach particular levels in this class as shown in the battle smith spells table.
At level 3 Gain Battle Ready: Your combat training and your r experiments with magic have paid off in two ways. You are now proficient in martial weapons and when you attack with a mafic weapons you can use your intelligence modifier instead of strength or dexterity for attack and damage rolls.
At level 3 Gain Steel Defender: Your tinkering has borne you a companion. It's friendly to you and your companions, and it obeys your commands. Stats come from in game stated block and add your Proficiency bonus. You determine the creature's appearance and whether it has 2 or 4 legs. In combat, the defender shares your initiative count but takes its turn directly after yours it can move and use it reaction on its own but the only action it takes on its turn is the dodge action, unless you use your bonus action to command it to do one of its actions or another action. If you are down, the defender can take any action. If the mending spell is cast on the defender it regains 2d6 hit points if it has died with the last hour, you can use your smiths tools as an action to revive provided you are within 5 feet and expel a spell slot of 1st level or higher. It will return to life with full hit points. At the end of a long rest, you can create a new steel defender if you have smiths tools. If you already had one, the first one is replaced by the new one. If you Die so does the defender
At level 4 Gain Ability Score improvement:
At level 5 Gain Extra Attack: You can attack twice rather than once whenever you take the attack action on your turn.
At level 6 Gain Tool Expertise: Your Proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool
At level 7 Gain Flash of Genius: You gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet makes an ability check or a saving throw, you can use your reaction to add your intelligence modifier to that roll. You can use this feature a number of times equal to your intelligence modifier. You regain all uses after a long rest
At level 8 Gain Ability Score improvement:
At level 9 Arcane Jolt: You have learned the new ways to channel arcane energy to harm or heal. When either you hit a target with a magical weapon or your steel defender hits a target, you channel magical energy through the strike to create either an extra 2d6 of force damage or choose a creature within 30 feet of the target to get 2d6 healing. You can use this energy a number of times equal to your intelligence modifier, but can only do it once per turn. You regain all uses when you finish a long rest
At level 10 Gain Magic Item Adept: You can attune to up to four magic items at once. If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much usual gold.
At level 11 Gain Spell-Storing Item: you can now store a spell in an object. Whenever you finish a long rest you can touch one simple or martial weapon or one item that you can use as a spell casting focus, and you store a spell in it choosing a 1st or 2nd level spell list that requires 2 action to cast (you don't need to have the spell prepared) Well holding the object any creature can produce the spells effect and use your spell casting modifier. The spell stays in the object until it's been used a number of times equal to twice your intelligence modifier, or until you use this feature again to store a spell in an object.
At level 12 Gain Ability Score improvement:
At level 14 Gain Magic Item Savant: Your skill with magic items deepens, you can attune up to five magic items at once. You ignore all class, race, spell and level requirements on attuning to or using a magic item.
At level 15 Gain improved Defender: Your arcane jolt and steel defender are more powerful. The extra damage and healing of arcane jolt is now 4d6 . Your steel defender gains a +2 armor class bonus. Whenever your steel defender uses its deflect attack, the attacker takes force damage equal to 1d4 plus your intelligence modifier.
At level 16 Gain Ability Score improvement:
At level 18 Gain Magic Item Master: You can now attune to up to six magical items at once.
At level 19 Gain Ability Score improvement:
At level 20 Gain Soul of Artifice: You have developed a mystical connection to your magic items, which you can draw on for protection: Gain a +1 bonus to all saving throws per mafic item you are currently attuned to. If you're reduced to 0 hit points but not killed out-right, you can use your reaction to end one of our artificer infusions, causing you to drop to 1 hit point instead of 0.

Features & Traits
Studded Leather Armor: 12 + dex = AC. Worth 45 GP. Weighs 13 lbs.
Thieve's Tools: This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Worth 25 GP. Weighs 1 lbs
Dungeoneer's Pack: Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a water skin. The pack also has 50 feet of hempen rope strapped to the side of it. Worth 12 GP. Weighs 55 1/2 lbs.
Set of Fine Clothes: This set of clothes is designed specifically to be expensive and to show it, including fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Precious metals and gems could be worked into the clothing. Worth 15 GP. Weighs 6 lbs.
Disguise kit: This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Worth 25 GP. Weighs 3 lbs.
A Set of Weighted Dice: NA
Light Crossbow: Worth 25 GP. Weighs 5 lbs.
20 Crossbow bolts: Worth 1 GP each. Weighs 1/2 lbs each.
2 Daggers: Worth 2 GP each. Weighs 1 lbs each.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
Armor: Light armor, medium armor, shields.
Weapons: Simple Weapons
Tools: Thieves' tools, Tinker's tools, disguise kit, forgery kit and Alchemist's supplies
Languages: Common and Goblin

Languages & Proficiencies
Loyal, Protective, Impulsive, Reckless, Smart Ass, Pessimist, Awnry, Giving, Compassionate, Brutally Honest, Bossy, Methodical, Impatient, Resourceful, Shrewd, Witty, Deceptive, Determined, Moralistic, Stubborn, Abrasive, Extreme, Obsessive, Resentful, Sadistic to enemies, and Vindicitive.

Personality Traits
Do anything at any cost to make sure what is right is insured to happen.
Does not forget a grudge until his version of justice has been served.
Do it right or don't do it at all.
Lives of the guilty are not worth as much as the lives of the innocent.
Protecting those who need protection comes first.

Ideals
Easily trapped in his urge for revenge.
His way or the Highway he knows best.
Pain and deception are the only way to accomplish what has to be done.
Does not share emotions unless anger and frustration.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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

DnD 5e PHB

Dagger

Weapon

Common

Finesse, light, thrown

Finesse
When making an attack with a finesse weapon, you use your choice of Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Range
A weapon that can be used to make a ranged attack has a range shown in parenthesis after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.

Type Damage Damage Range
Simple Melee 1d4 Piercing 20/60 ft

Cost: 2gp
Weight: 1 lb

DnD 5e PHB

Crossbow, Light

Weapon

Common

Ammunition, Loading, Two-Handed

Ammunition
You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Loading
Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Range
A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Two-Handed
This weapon requires two hands to use.

Type Damage Damage Range
Simple Ranged 1d8 Piercing 80/320 ft

Cost: 25gp
Weight: 5 lb

DnD 5e PHB

Studded leather

Armor (Light)

Common

Type AC STR Req. Stealth Dis.
Light 12 + Dex modifier No

Cost: 45gp
Weight: 13 lb

Disguise Kit

Tool

Common

This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical Appearance.   Proficiency with this kit lets you add your Proficiency bonus to any Ability Checks you make to create a visual disguise.


Weight: 3 lbs

PHB

Dungeoneer's Pack

Adventuring Gear

Common


  • a Backpack

  •  a Crowbar

  • a Hammer

  • 10 pitons

  •  10 torches

  •  a Tinderbox

  • 10 days of Rations

  • a Waterskin

  •  50 feet of Hempen rope


Cost: 12gp
Weight: 55.5

SRD

Fine Clothes

Adventuring Gear

Common

Cost: 15gp
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.

Steel Defender

1 Level (0/300 XP for level-up) Background Race / Species / Heritage Alignment
Steel Defender
Level 1
Hit Dice: 1/1
1d8+2 Class 1

STR
14
+2
DEX
12
+1
CON
14
+2
INT
4
-3
WIS
10
+0
CHA
6
-2
10
Hit Points
+1
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
40
Speed (walk/run/fly)
10
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+3 Dexterity
+4 Constitution
-3 Intelligence
+0 Wisdom
-2 Charisma
saving throws
+1 Acrobatics DEX
+0 Animal Handling WIS
-3 Arcana INT
+4 Athletics STR
-2 Deception CHA
-3 History INT
+0 Insight WIS
-2 Intimidation CHA
-3 Investigation INT
skills
+0 Medicine WIS
-3 Nature INT
+4 Perception WIS
-2 Performance CHA
-2 Persuasion CHA
-3 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
Immunities: Posion, Charmed and Exhuastion
Passive Perception: 10 + (PBx2)
Darkvision: 60 feet
Vigilant: The Defender cannot be Suprised
ACTIONS:
Force Empowered Rend: Make a melee attack add your spell attack modifier. On hit target takes 1d8 plus PB force damage.
Repair (3/day):Tthe magical mechanisms inside the defender restore 2d8 PB hit points to itself or to one construct ot object within 5 feet
REACTION:
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.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages: Goblin and common.

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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.

Statblocks for your spells.

Level 0 Spells

SRD

Booming Blade

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: self (5 foot radius)
Components: SM
Materials: a melee weapon worth at least 1 sp
Duration: 1 round
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
At higher levels: This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8 . Both damage rolls increase by 1d8 at 11th level ( 2d8 and 3d8 ) and again at 17th level ( 3d8 and 4d8 ).
Available for: Artificer, Sorcerer, Warlock, Wizard

SRD

Sword Burst

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: self (5 foot radius)
Components: V
Duration: instantaneous
You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must each succeed on a Dexterity saving throw or take 1d6 force damage. 
At higher levels: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Artificer, Sorcerer, Warlock, Wizard

Level 1 Spells

SRD

Tasha's Caustic Brew

1-level Evocation

Casting Time: 1 action
Range/Area: self (30 foot line)
Components: VSM
Materials: a bit of rotten food, or focus
Duration: Concentration, up to 1 minute
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.
Available for: Artificer, Sorcerer, Wizard

PHB: P. 230

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
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.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

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