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Sea Elf Crafter

1 Level (0/300 XP for level-up) Merchant Noble Background Sea Elf MoM Race / Species / Heritage NG Alignment
Artificer
Level 1
Hit Dice: 1/1
1d8+1 Class 1

STR
8
-1
DEX
13
+1
CON
13
+1
INT
16
+3
WIS
13
+1
CHA
14
+2
9
Hit Points
+1
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
30/60/0/30' Swim
Speed (walk/run/fly)
13
Passive Perception
2 / 2
Prepared Spells
10 / 10
Healer's Kit
20 / 20
Bolts
10 / 10
Rations
10 / 10
Torches
10 / 10
Pitons
Spellcasting ...
+5 Attack mod
INT Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+1 Dexterity
+3 Constitution
+5 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+1 Acrobatics DEX
+1 Animal Handling WIS
+5 Arcana INT
-1 Athletics STR
+2 Deception CHA
+5 History INT
+1 Insight WIS
+2 Intimidation CHA
+3 Investigation INT
+1 STR Tool STR
+3 DEX Tool DEX
+5 INT Tool INT
+3 WIS Tool WIS
+4 CHA Tool CHA
skills
+1 Medicine WIS
+5 Nature INT
+3 Perception WIS
+2 Performance CHA
+4 Persuasion CHA
+3 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+1 Survival WIS
+3 CON Tool CON
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +3 DEX 1d4+1 Pierce
 Finesse, Thrown 20/60, Light, Message "Pisot"
Spear +1 STR 1d6-1 Pierce
 Thrown 20/60, Versatile 1d8
Light Crossbow +3 DEX 1d8+1 Pierce
 Ammunition, Range 80/320, Loading, Two-handed
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Lighting Lure Act 15' Instant 1d8 V, M
 Notes:You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength Save (DC13) or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you. At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Mending 1 Min Touch Instant 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 or construct, but the spell can’t restore magic to such an object.

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +5 Act Touch Instant 1d8+3 V, S, M
 Notes: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.
Purify Food and Drink Act (Ritual) 10 feet Instant V, S, M
 Notes:All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
NOBLE
Position of Privilege
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

Features & Traits
Background (Noble)
a set of Fine clothes
a Signet Ring
a Scroll of Pedigree
a purse

Artificer
two simple weapons: Dagger, Spear
a light crossbow and 20 bolts
scale mail
thieves’ tools
a dungeoneer’s pack : Backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Bought
Cook's Utensils -1gp
Fishing Tackle -1gp
Healer's Kit -5gp
Herbalism kit -5gp
Tent -2gp (2 person)
Traveler's Clothes -2gp

Equipment Copper: 50, Silver: 5, Electrum: 0, Gold: 8, Platinum: 0 Money
Artificer
Tools Required : Artisan Tool or Thieves' Tools
Spellcasting
Languages: Common, Elven
Weapon: Simple
Armor: Light/Medium Armors, Shields
(Noble) Tools: Herbalism kit, Poisoner's kit
(Artificer) Tools: Alchemist's supplies, Thieves’ tools, Tinker’s tools
(Sea Elf) Trance: Forgery kit, Cook's Utensils

Resistances
Condition : Charm
Damage : Cold

Languages & Proficiencies
The common folk love me for my kindness and generosity.
Despite my noble birth, I do not place myself above other folk. We all have the same blood.

Personality Traits
People. I'm committed to the people I care about, not to ideals. (Neutral)

Ideals
My loyalty to my sovereign is unwavering.

Bonds
I'll do anything to get my hands on something rare or priceless.

Flaws
Fishing Lure w/ Magical Tinkering : Light = A glinting lure
Dagger w/ Magical Tinkering : Message in Common "Pisot"

Alchemist's supplies include two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water.

Cook's utensils include a metal pot, knives, forks, a stirring spoon, and a ladle.

Fishing tackle includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.

Forgery kit includes several different types of ink, a variety of parchments and papers, several quills, seals and sealing wax, gold and silver leaf, and small tools to sculpt melted wax to mimic a seal.

Herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.

Merchant's scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.

Navigator's tools include a sextant, a compass, calipers, a ruler, parchment, ink, and a quill.

Thieves' tools include 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.

Tinker's tools include a variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue.

Poisoner's kit includes glass vials, a mortar and pestle, chemicals, and a glass stirring rod.

Notes
The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master's Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.

Optional Rule: Firearm Proficiency


™ & © 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

TCE

Artificer

Masters of invention, Artificers use ingenuity and magic to unlock extraordinary capabilities in Objects. They see magic as a complex system waiting to be decoded and then harnessed in their Spells and inventions. They are known to spread their influence across the world and a number have encountered creatures far from their home. There have rumors of prophecy, but not all believe this to be true.   Artificers use a variety of tools to channel their arcane power. To Cast a Spell, an artificer might use Alchemist's Supplies to create a potent elixir, Calligrapher's Supplies to inscribe a sigil of power, or Tinker's Tools to craft a temporary charm. The magic of Artificers is tied to their tools and their talents, and few other Characters can produce the right tool for a job as well as an artificer.   Artificer Spell List
hit dice: 1d8
hit points at 1st level: 8+constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st
armor proficiencies: Light armor, Medium Armor, Shields
weapon proficiencies: Simple Weapons
tools: Thieves' Tools, Tinkering Tools, one type of phrelle artisan's tools of your choice
saving throws: Constitution, Intelligence
skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand
starting equipment:
You start with the following Equipment, in addition to the Equipment granted by your background:

  • any two simple Weapons of your choice

  • a Light Crossbow and 20 bolts

  • your choice of studded Leather Armor or Scale Mail

  • Thieves' Tools and a Dungeoneer's Pack


If you forgo this starting Equipment, as well as the items offered by your Background, you start with 5d4 x 10 gp to buy your Equipment.
spellcasting:

Spellcasting

1st-level artificer feature   You've studied the workings of magic and how to cast Spells, channeling the magic through Objects. To observers, you don't appear to be casting Spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.  

Tools Required

You produce your artificer spell Effects through your tools. You must have a Spellcasting focus—specifically Thieves' Tools or some kind of artisan's tool—in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the Equipment chapter in the Player's Handbook for descriptions of these tools.   After you gain the Infuse Item feature at 2nd Level, you can also use any item bearing one of your infusions as a Spellcasting focus.  

Cantrips (0-Level Spells)

You know two Cantrips of your choice from the Artificer Spell List. At higher levels, you learn additional artificer Cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.   When you gain a level in this class, you can replace one of the artificer Cantrips you know with another cantrip from the Artificer Spell List.  

Preparing and Casting Spells

The Artificer table shows how many Spell Slots you have to cast your artificer Spells. To cast one of your artificer Spells of 1st Level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.   You prepare the list of artificer Spells that are available for you to cast, choosing from the Artificer Spell List. When you do so, choose a number of artificer Spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots.   For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level Spell Slots. With an Intelligence of 14, your list of prepared Spells can include four Spells of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.   You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of artificer Spells requires time spent tinkering with your Spellcasting focuses: at least 1 minute per Spell Level for each spell on your list.  

Spellcasting Ability

Intelligence is your Spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these Spells with superior skill. You use your Intelligence whenever an artificer spell refers to your Spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an Attack roll with one.   Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier  

Ritual Casting

You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
class features:
As an artificer, you gain the following Class Features, which are summarized in the Artificer table.  

Magical Tinkering

1st-level artificer feature   You've learned 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

2nd-level artificer feature   You've gained the ability to imbue mundane items with certain magical infusions, turning those Objects into magic 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.   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 the Attunement rules in the Dungeon Master's Guide).   Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.   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 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.   Phrelle note on infusions; Your infusions can be assigned for an adventure you are signe dup on only. You cannot give infusions to characters embarking on an adventure unless your character is also on the same adventure.  

Artificer Specialist

3rd-level artificer feature   Choose the type of specialist you are: Alchemist, Armorer, Artillerist, or Battle Smith, each of which is detailed after the class's description. Your choice grants you features at 5th Level and again at 9th and 15th level.  

The Right Tool for the Job

3rd-level artificer feature   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 Creation requires 1 hour of uninterrupted work, which can coincide with a short or Long Rest. Though the product of magic, the tools are nonmagical, and they Vanish when you use this feature again.  

Ability Score Improvement

4th-level artificer feature   When you reach 4th Level and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Tool Expertise

6th-level artificer feature   Your Proficiency Bonus is now doubled for any ability check you make that uses your proficiency with a tool.  

Flash of Genius

7th-level artificer feature   You've gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your Reaction to add your Intelligence modifier to the roll.   You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Long Rest.  

Magic Item Adept

10th-level artificer feature   You've achieved a profound understanding of how to use and make magic items:   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 of the usual gold.  

Spell-Storing Item

11th-level artificer feature   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 Spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the Artificer Spell List that requires 1 action to cast (you needn't have it 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.  

Magic Item Savant

14th-level artificer feature   Your skill with magic items deepens:   You can attune to up to five magic items at once. You ignore all class, race, spell, and level requirements on attuning to or Using a Magic Item.  

Magic Item Master

18th-level artificer feature   You can now attune to up to six magic items at once.  

Soul of Artifice

20th-level artificer feature   You have developed a Mystical Connection to your magic items, which you can draw on for protection:   You gain a +1 bonus to all Saving Throws per magic item you are currently attuned to. If you're reduced to 0 Hit Points but not killed outright, you can use your Reaction to end one of your Artificer Infusions, causing you to drop to 1 hit point instead of 0.
subclass options:



LevelFeaturesInfusions KnownInfused ItemsCantrips Known1st2nd3rd4th5th
1Magical Tinkering, Spellcasting--22----
2Infuse Item4222----
3Artificer Specialist, The Right Tool for the Job4223----
4Ability Score Improvement4223----
5Artificer Specialist Feature42242---
6Tool Expertise63242---
7Flash of Genius63243---
8Ability Score Improvement63243---
9Artificer Specialist Feature632432--
10Magic Item Adept843432--
11Spell-Storing Item843433--
12Ability Score Improvement843433--
13-8434331-
14Magic Item Savant10544331-
15Artificer Specialist Feature10544332-
16Ability Score Improvement10544332-
17-105443331
18Magic Item Master126443331
19Ability Score Improvement126443332
20Soul of Artifice126443332

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Statblocks for race/species of the character.

MPMM

Sea Elf

ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1
age:
Size: Medium
speed: 30 feet
Languages: Two languages of your choice
race features:
Creature Type. You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.
Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.
Child of the Sea. You can breathe air and water, and you have a resistance to cold damage.
Darkvision. 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.
Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Friend of the Sea. Aquatic animals have an extraordinary affinity with your people. You can communicate simple ideas to any Beast that has a swimming speed. It can understand your words, though you have no special ability to understand it in return.
Keen Senses. You have proficiency in the Perception skill.
Trance. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can gain two proficiencies that you don't have, each one with a weapon or a tool of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.
For Phrelle these must be annotated in roleplay and recorded which they are on the character sheet. You may never gain expertise with skills gained this way.

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Level 0 Spells

SRD

Lighting Lure

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: self (15 foot radius)
Components: V
Duration: Instantaneous
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Artificer, Sorcerer, Warlock, Wizard

SRD

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: touch
Components: VSM
Materials: Two loadstones, or focus
Duration: Instantaneous
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.
Available for: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

Level 1 Spells

Player's Handbook (Woc)

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
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: Bard, Druid, Cleric, Paladin, Ranger

Purify Food and Drink

1-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 10 feet
Components: VS
Duration: instantaneous
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
Available for: Artificer, Cleric, Druid, Paladin

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