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Rocky

8 Level (0/48000 XP for level-up) Archaeologist Background Plasmoid - piss yellow Race / Species / Heritage Alignment
Artificer - Artillerist
Level 8
Hit Dice: 8/8
1d8+3 Class 1

STR
16
+3
DEX
14
+2
CON
16
+3
INT
18
+4
WIS
10
+0
CHA
8
-1
72
Hit Points
+2
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
30/15
Speed (walk/run/fly)
13
Passive Perception
+6 Expertise Bonus
+3 Proficiency Bonus
+3 Strength
+2 Dexterity
+6 Constitution
+7 Intelligence
+0 Wisdom
-1 Charisma
saving throws
+2 Acrobatics DEX
+0 Animal Handling WIS
+4 Arcana INT
+3 Athletics STR
-1 Deception CHA
+7 History INT
+0 Insight WIS
-1 Intimidation CHA
+7 Investigation INT
skills
+0 Medicine WIS
+4 Nature INT
+3 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+4 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
MY DRILLL +6 STR 1d6+3 Bludgeoning
 The drill can be used a normal bludgeoning hand weapon for 1d6 damage. As a bonus action, you may cause the drill to start spinning, causing it to deal an additional 2d6 piercing damage. This weapon can also be used to dig in stone, it is able to dig a five-foot room in an hour. This weapon is considered modern and uses coal or any other burning fuel to power the weapon, but you must reload this weapon with a handful of coal after 10 attacks. The drill has a hatch on top of the weapon to insert oil, and vents on the side where flame and gas is released.
IS THE DRILL +6 STR 2d6+3 Piercing
 When it be spinnin
THAT WILL PEIRCE THE HEVENS +7 INT 2d8 Force
 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
Attacks
CLASS SHIT:
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.

Artillerist Spells
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 Spells
Artificer Level Artillerist Spells
3rd Shield, Thunderwave
5th Scorching Ray, Shatter
9th Fireball, Wind Wall
13th Ice Storm, Wall of Fire
17th Cone of Cold, Wall of Force
Eldritch Cannon
Also at 3rd level, you've learned 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 to create one. 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. 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.

Eldritch Cannon
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.

The Right Tool for the Job
At 3rd level, 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
When you reach 4th level, 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
At 6th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.

Flash of Genius
At 7th level, 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.

FEATS:

Dungeon Delver
Source: Player's Handbook

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
You have advantage on saving throws made to avoid or resist traps.
You have resistance to the damage dealt by traps.
Travelling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score.

Magic Initiate
Source: Player's Handbook

Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.

In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.

Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Features & Traits
Infusions:

  • Rope of Climbing
  • Source: Dungeon Master's Guide

    Wondrous item, uncommon

    This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.

    If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.

    The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

  • Gloves of Thievery
  • Source: Dungeon Master's Guide

    Wondrous item, uncommon

    These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

    Boots of Elvenkind
    Source: Dungeon Master's Guide

    Wondrous item, uncommon

    While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.

  • Cloak of Elvenkind
  • Source: Dungeon Master's Guide

    Wondrous item, uncommon (requires attunement)

    While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Celestial, common, Elvish, Giant,

    Languages & Proficiencies
    Dust Digger
    Prior to becoming an adventurer, you spent most of your young life crawling around in the dust, pilfering relics of questionable value from crypts and ruins. Though you managed to sell a few of your discoveries and earn enough coin to buy proper adventuring gear, you have held onto an item that has great emotional value to you. Roll on the Signature Item table to see what you have, or choose an item from the table.

    Crowbar

    Historical Knowledge
    When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.

    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

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    Level 0 Spells

    PHB

    Message

    0-level (Cantrip) Transmutation

    Casting Time 1 Action
    Range 120ft
    Duration 1 Round
    Components V, S, M
    Materials A short piece of copper wire

    You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.   You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

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

    Mending

    0-level (Cantrip) Transmutation

    Casting Time 1 action
    Range Touch
    Duration Instantanious
    Components V, S, M
    Materials Two lodestones

    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): Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

    PHB

    Mold Earth

    0-level (Cantrip) Transmutation

    Casting Time 1 Action
    Range 30ft
    Duration Instantaneous or 1 Hour
    Components S

    You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

    • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
    • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
    • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
    If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

    Class(es): Druid, Sorcerer, Wizard, Cleric (Nature Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    PHB

    Poison Spray

    0-level (Cantrip) Conjuration

    Casting Time 1 Action
    Range 10 feet
    Duration Instantaneous
    Components V S

    You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
    At higher levels: This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

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

    Saving ThrowConstitution
    2d12 Poison Damage

    Evolving Cantrips

    Gust

    0-level (Cantrip) Evocation

    Casting Time 1 action
    Range 30 feet
    Duration Instantaneous
    Components V,S

    You seize the air and compel it to create one of the following effects at a point you can see within range: • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. • You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
    At higher levels: At 5th Level. When you push a creature with this spell, you may do so up to 10 feet. When you push an object with this spell, you can affect all other applicable objects within a 5-footcube. Additionally, the spell can be used to displace vapor, gas,or fog within a 5-foot cube. At 11th Level. This spell can affect Large creatures, pushing them up to 5 feet, and objects affected by this spell can be pushed up to 20 feet. Additionally, by aiming a gust at the ground below you, you extend the distance of your high jump or long jump by 5 feet. At 17th Level. This spell can affect all creatures and objects within a 10-foot cube simultaneously. Additionally, by aiming a gust at the ground below you, you extend the distance of your high jump or long jump by 10 feet.

    Class(es): Druid, Sorcerer, Wizard

    Level 1 Spells

    PHB

    Thunderwave

    1-level Evocation

    Casting Time 1 Action
    Range Self (15 feet Cube)
    Duration Instantaneous
    Components V S

    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 using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

    Class(es): Bard, Cleric, Druid, Sorcerer, Wizard

    Area of Effect15-foot Cube
    Saving ThrowConstitution
    2d8 Thunder DamagePushed 10 feet

    PHB

    Shield

    1-level Abjuration

    Casting Time 1 reaction, which you take when you are hit by an attack or targeted by the Magic Missile spell
    Range Self
    Duration 1 Round
    Components V, S

    An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile

    Class(es): Sorcerer, Wizard, Artificer (Artillerist), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Hexblade)

    Elemental Evil Player's Companion , pg. 155

    Earth Tremor

    1-level Evocation

    Casting Time 1 Action
    Range 10 ft
    Duration Instantaneous
    Components V, S

    Damage Type: Bludgeoning   Saving Throws: Dexterity   Description: You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

    At higher levels:
    When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

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

    Level 2 Spells

    Player's Handbook

    Scorching Ray

    2-level Evocation

    Casting Time 1 Action
    Range 120 Ft
    Duration Instant
    Components V, S

    You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

    2d6 Fire damage
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

    Class(es): Wizard, Sorcerer, Artificer (Artillerist)

    PHB

    Shatter

    2-level Evocation

    Casting Time 1 Action
    Range 60 feet
    Duration Instantaneous
    Components V S M
    Materials (a chip of mica)

    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 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 using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd

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

    Saving ThrowConstitution
    3d8 Thunder Damage
    Area of Affect10-foot-raidus Sphere

    Player's Handbook

    Heat Metal

    2-level Evocation

    Casting Time 1 action
    Range 60 feet
    Duration Concentration, 1 minute
    Components V,S,M (iron and a flame)

    Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

    Class(es): Artificer, Bard, Druid

    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): Wizard

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