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Wildon Tiddlehiddle Fappletwist

10 Level (0/85000 XP for level-up) City Watch (Investigator) Background Gnome (Rock) Race / Species / Heritage LG Alignment
Artificer
Level 10
Hit Dice: 10/10
1d8+2 Class 1

STR
10
+0
DEX
15
+2
CON
14
+2
INT
20
+5
WIS
16
+3
CHA
10
+0
77
Hit Points
+2
Initiative (DEX)
16
Armor Class (AC)
+4
Prof. Bonus
25
Speed (walk/run/fly)
17
Passive Perception
Spellcasting ...
+9 Attack mod
INT Ability
+5 Abi Mod
17 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+0 Strength
+2 Dexterity
+6 Constitution
+9 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+2 Acrobatics DEX
+3 Animal Handling WIS
+5 Arcana INT
+0 Athletics STR
+0 Deception CHA
+5 History INT
+7 Insight WIS
+0 Intimidation CHA
+9 Investigation INT
skills
+3 Medicine WIS
+5 Nature INT
+7 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+5 Religion INT
+6 Sleight of Hand DEX
+2 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Cog Pistol of Warning
Wand of Paralysis
Wand of Magic Missiles
Ballistic Breastplate

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages: Common, Gnomish
Armor: Light, Medium, Shields
Weapons: Simple, Firearms
Tools: Thieves, Tinkers, Woodcarver

Languages & Proficiencies
Infusions Known: Enhanced Arcane Focus, Repeating Shot, Enahnced Defense, Enhanced Weapon, Homunculus Servant, Resistant Armor, Radiant Weapon, Replicate Magic Item

Notes


™ & © 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

The statblocks of your class features

Tasha's Cauldron of Everything p17

Artificer (Artillerist)

Artificer Level Features
3rd Tool Proficiency, Artillerist Spells
5th Arcane Firearm, Artillerist Spells
9th Explosive Cannon, Artillerist Spells
13th Artillerist Spells
15th Fortified Position
17th Artillerist Spells
hit dice: 1d8 per level
hit points at 1st level: 1d8 + Constitution modifier
hit points at higher levels: 1d8 + Constitution modifier per level
armor proficiencies: No additional armor proficiencies.
weapon proficiencies: No additional weapon proficiencies.
tools: This subclass gains proficiency with the either the woodcarver's tools or another type of artisan's tools at 3rd level (see Tool Proficiency feature).
saving throws: No additional saving throw proficiencies.
skills: No additional skill proficiencies.
starting equipment:
No additional equipment.
spellcasting:
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 Level Spell
3rd Shield, Thunderwave
5th Scorching Ray, Shatter
9th Fireball, Wind Wall
13th Ice Storm, Wall of Fire
17th Cone of Cold, Wall of Force
class features:
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.

Eldritch Cannon
At 3rd level, you learn how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand. Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one cannon at a time and can't create one while your cannon is present.
The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.
When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.

Cannon Activation
Flamethrower The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 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.
Force Ballista Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
Protector The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).

Arcane Firearm
At 5th level, you know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.
You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.

Explosive Cannon
Starting at 9th level, every eldritch cannon you create is more destructive:
  • The cannon's damage rolls all increase by 1d8 .
  • As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.

Fortified Position
Starting at 15th level, you're a master at forming well-defended emplacements using Eldritch Cannon:
  • You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.
  • You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two.
subclass options:
This is one of the subclasses available to Artificers. For other subclasses, see Artificer.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Rock Gnome

ability score increase: Your Constitution score increases by 1.
age:
Size: Tiny
speed:
Languages:
race features:
Artificer's Lore. Whenever you make an Intelligence (History) check related to magical, alchemical, or technological items, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply.   Tinker. You have proficiency with artisan tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:   Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action. Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed. At your DM's discretion, you may make other objects with effects similar in power to these. The Prestidigitation cantrip is a good baseline for such effects.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Basic Rules , pg. 275

Shocking Grasp

0-level (Cantrip) Evocation

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S

Damage Type: Lightning   Saving Throw: Melee   Description: Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

At higher levels:
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Class(es): Sorcerer, Wizard, Artificer

Basic Rules , pg. 259

Mending

0-level (Cantrip) Transmutation

Casting Time 1 Minute
Range Touch
Duration Instantaneous
Components V, S, M
Materials Two lodestones.

Damage Type: Utility   Saving Throws: None   Description: 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): Bard, Cleric, Druid, Sorcerer, Wizard, Artificer

Level 1 Spells

PHB, page 231

Detect Magic

1-level Divination (ritual)

Casting Time 1 action
Range Self
Duration Concentration, 10 minutes
Components V, S

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 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

Basic Rules , pg. 233

Disguise Self

1-level Illusion

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

Damage Type: Shapechanging
Saving Throws: None
Description: 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): Bard, Sorcerer, Wizard, Artificer

PHB

Jump

1-level Transmutation

Casting Time 1 Action
Range Touch
Duration 1 Minute
Components V, S, M
Materials a grasshopper's hind leg

You touch a creature. The creature's jump distance is tripled until the spell ends.

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

Level 2 Spells

PHB

Web

2-level Conjuration

Casting Time 1 Action
Range 60ft
Duration Concentration, up to 1 Hour
Components V, S, M
Materials a bit of spiderweb

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.   If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.   Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.   A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.   The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

Class(es): Sorcerer, Wizard, Artificer (Alchemist), Druid (Circle of the Land (Underdark)), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer (Divine Soul)

PHB

Arcane Lock

2-level Abjuration

Casting Time 1 Action
Range Touch
Duration Until dispelled
Components V, S, M
Materials gold dust worth at least 25 gp, which the spell consumes

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting Knock on the object suppresses Arcane Lock for 10 minutes.   While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

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

PHB

Enlarge/Reduce

2-level Transmutation

Casting Time 1 Action
Range 30ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials a pinch of powdered iron

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.   If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

  • Enlarge: The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category — from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.
  • Reduce: The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category — from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1)

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

PHB

Rope Trick

2-level Transmutation

Casting Time 1 Action
Range Touch
Duration 1 Hour
Components V, S, M
Materials powdered corn extract and a twisted loop of parchment

You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.   The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.   Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.   Anything inside the extradimensional space drops out when the spell ends.

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

Level 3 Spells

Magicka Serella

Improved Blink

5-level Transmutation

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

Like the 3rd-level spell blink, improved blink lets you vanish from the material plane. Unlike the 3rd-level spell, with improved blink you have full control over when and where you blink.
 

Class(es): Bard, Sorcerer, Warlock, Wizard

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