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Angor Tapeti

6 Level (0/23000 XP for level-up) Background Harengon Race / Species / Heritage Soff Alignment
Artificer
Level 6
Hit Dice: 6/6
1d8+5 Class 1

STR
14
+2
DEX
10
+0
CON
20
+5
INT
16
+3
WIS
14
+2
CHA
10
+0
79
Hit Points
+3
Initiative (DEX)
19
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
15
Passive Perception
Spellcasting ...
+6 Attack mod
INT Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+0 Dexterity
+8 Constitution
+6 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+0 Acrobatics DEX
+2 Animal Handling WIS
+6 Arcana INT
+5 Athletics STR
+0 Deception CHA
+6 History INT
+2 Insight WIS
+0 Intimidation CHA
+3 Investigation INT
skills
+5 Medicine WIS
+3 Nature INT
+5 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+3 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Thunder Gauntlet +6 INT 1d8+3 Thunder
 Damaged target has disadvantage on attack rolls not you until next turn
Attacks

Spell Book


Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 500, Platinum: 70 Money


™ & © 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.

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Level 0 Spells

PHB

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: V,S,M
Materials: (two lodestones)
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

PHB

Spare The Dying

0-level (Cantrip) Necromancy

Casting Time: 1A
Range/Area: Touch
Components: V/S
Duration: Instantaneous
Damage/Effect: Healing
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Available for: Alchemist (Artificer), Cleric

Level 1 Spells

Player's Handbook (Woc)

Magic Missile

1-level Evocation

Casting Time: 1 action
Range/Area: 120 ft
Components: Verbal, Somatic
Duration: Instantaneous
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At higher levels: When you cast this spell 2nd level or higher, the spell creates one more dart for each level above 1st.
Available for: Sorcerer, Wizard

Thunderwave

1-level Evocation

Casting Time: 1 action
Range/Area: Self (15ft cube)
Components: V, S
Duration: Instantaneous
Attack/Save: Constitution saving throw
Damage/Effect: thunder
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 2nd level or higher, the damage increases by 1d8 for each level above 1st.
Available for: Bard, Druid, Sorcerer, Wizard

PHB

Cure Wounds

1-level Evocation

Casting Time: 1A
Range/Area: Touch
Components: V/S
Duration: Instantaneous
Damage/Effect: Healing
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

PHB

Sanctuary

1-level Abjuration

Casting Time: 1BA
Range/Area: 30ft
Components: V/S/M
Materials: a small silver mirror*
Duration: 1 minute
Attack/Save: WIS Save
Damage/Effect: Buff, Warding
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.   If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
Available for: Artificer, Cleric, The Genie (Warlock), Oath of Devotion (Paladin), Oath of Redemption (Paladin)

Level 2 Spells

SRD

Shatter

2-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: VSM
Materials: A chip of mica, or focus
Duration: instantaneous
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
At higher levels: When you cast this spell 3rd level or higher, the damage increases by 1d8 for each level above 2nd.
Available for: Bard, Sorcerer, Warlock, Wizard

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