Remove these ads. Join the Worldbuilders Guild

Jessie "Blur"

10 Level (0/85000 XP for level-up) Background Race / Species / Heritage Alignment
Artificer
Level 10
Hit Dice: 10/10
1d8+0 Class 1

STR
9
-1
DEX
18
+4
CON
10
+0
INT
20
+5
WIS
16
+3
CHA
15
+2
80
Hit Points
+4
Initiative (DEX)
18
Armor Class (AC)
+4
Prof. Bonus
30
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
-1 Strength
+4 Dexterity
+4 Constitution
+9 Intelligence
+3 Wisdom
+2 Charisma
saving throws
+4 Acrobatics DEX
+3 Animal Handling WIS
+5 Arcana INT
-1 Athletics STR
+6 Deception CHA
+5 History INT
+3 Insight WIS
+6 Intimidation CHA
+9 Investigation INT
+7 Driving STR
skills
+3 Medicine WIS
+5 Nature INT
+7 Perception WIS
+2 Performance CHA
+6 Persuasion CHA
+5 Religion INT
+8 Sleight of Hand DEX
+4 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Double Barrel Shotgun +10 DEX 4d4+2+4 piercing
 Ammunition (60/180 ft.), reload (2 shots), Scatter, two‑handed
Revolver +10 DEX 2d6+2+4 piercing
 Ammunition (70/280 ft.), reload (6 shots)
Dagger +8 DEX 1d4+4 piercing
 Finesse, light, thrown (20/60 ft.)
Attacks

Spell Book

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Conjure Turret Bonus action or Ritual 30 ft Concentration, up to 1 hour
 Notes:A tripod mounted weapon appears, fully loaded, and ready for combat. The turret manifests physically on a surface in an unoccupied space that you can see within range. Alternatively you can manifest it on a vehicle that is Large or larger which you can see within range, and which has space for a mounted weapon. Choose one of the following options for what appears. An assault cannon A gatling gun A rocket launcher This magic weapon can be used normally as a mounted massive weapon, except that it cannot be unmounted, and you can reload it with conjured magical ammunition as a bonus action while you are within 60 feet of it. The ammunition disappears when the spell ends. You are proficient with this weapon. Creatures can move freely through its space. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the weapon deals an extra 1d6 force damage when it hits for every two slot levels above the 2nd. When you use a spell slot of 5th level or higher, you can use your bonus action to attack twice with this weapon using your spellcasting modifier while you are within 60 feet of it.

Level 3 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Thunder Step +9 1 round 90 ft Instantaneous 3d10
 Notes:You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away. You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Conjure Turret Bonus action or Ritual 30 ft Concentration, up to 1 hour
 Notes:A tripod mounted weapon appears, fully loaded, and ready for combat. The turret manifests physically on a surface in an unoccupied space that you can see within range. Alternatively you can manifest it on a vehicle that is Large or larger which you can see within range, and which has space for a mounted weapon. Choose one of the following options for what appears. An assault cannon A gatling gun A rocket launcher This magic weapon can be used normally as a mounted massive weapon, except that it cannot be unmounted, and you can reload it with conjured magical ammunition as a bonus action while you are within 60 feet of it. The ammunition disappears when the spell ends. You are proficient with this weapon. Creatures can move freely through its space. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the weapon deals an extra 1d6 force damage when it hits for every two slot levels above the 2nd. When you use a spell slot of 5th level or higher, you can use your bonus action to attack twice with this weapon using your spellcasting modifier while you are within 60 feet of it.
Double Barrel Shotgun (Enhanced Weapon)
Revolver (Enhanced Weapon)
Dagger (2x)
Combat Vest (Enhanced Defense)

A fucking transforming mech car (Valkyrie Mech) "Blackbird" (Enhanced Defense)

Implants:
Echo Synapse - An implant grants you the extraordinary ability to momentarily halt the flow of time, allowing you to prepare and strategize during combat. This implant provides you with the ability to activate a limited time stop effect. The Echo Synapse implant offers the following benefits:
Temporal Suspension: Once per long rest, you can activate the Echo Synapse implant to trigger a momentary time stop. When activated, time freezes for everyone except you, effectively granting you an extra round to plan and prepare.

Tactical Advantage: During the time stop, you can use your turn to take actions, move, and position yourself strategically without any time passing in the outside world.

Mind Breaker - Embedded against the back of your skull, the Mind-Breakers implant grants you a powerful ability to perceive time differently during moments of crisis. When activated, you can force yourself to see the world in slow motion. This ability comes with the following benefits:
Slow Motion Perception: As a free action, you can activate the Mind-Breakers implant, allowing you to perceive the world around you in slow motion. This altered perception provides you with an edge in combat and critical situations.

Additional Reaction: While under the effects of slow motion perception, you gain an additional reaction that you can use until the start of your next turn.

Advantage on All Checks: Your heightened state of perception grants you a significant advantage in all checks until the start of your next turn. This includes ability checks, saving throws, attack rolls, and any other checks that may arise during this period.

The Mind-Breakers implant can only be safely activated once per long rest, you can use this more than once but every use gives you a level of exhaustion which last for d4+1 days.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 58, Platinum: 0 Money
Light/Medium Armor
Simple Weapons
Firearms
Thieves' Tools
Tinker's Tools
Brewer's Supplies

Common

Languages & Proficiencies
Origin:
City Folk (Racer)

Feats:
Skilled
Gunner
Marksman


Class Feats:
Extra Attack
Tool Expertise
Flash of Genius
Overdrive
Magic Item Adept

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

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB

Fire Bolt

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 120 feet
Duration Instantaneous
Components V S

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
At higher levels: This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)

Class(es): Sorcerer, Wizard

Ranged Spell Attack 1d10 Fire Damage

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

Spare the Dying

0-level (Cantrip) Necromancy

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V S

You touch a living creature that has 0 hit points. The creature becomes stable. this spell has no effect on undead or constructs.

Class(es): Cleric

Level 1 Spells

Basic Rules , pg. 257

Magic Missile

1-level Evocation

Casting Time 1 action
Range 120 ft
Duration Instantaneous
Components V, S

Damage Type: Force   Saving Throws: None   Description: 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 using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Class(es): Sorcerer, Wizard

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)

PHB, page 246. Available in the SRD.

Grease

1-level Conjuration

Casting Time 1 action
Range 60 ft.
Duration 1 minute
Components V, S, M
Materials a bit of pork rind or butter

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.   When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

Class(es): Artificer, Wizard

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

PHB

Feather Fall

1-level Transmutation

Casting Time 1 Reation, which you take whe you or a creature within 60 feet of you falls
Range 60 feet
Duration 1 minute
Components V M
Materials (a small feather or piece of down)

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Class(es): Bard, Sorcerer, Wizard

D&D 5e PHB Page 230

Cure Wounds

1-level Evocation

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

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.

Class(es): Bard, Cleric, Druid, Paladin, Ranger

Level 2 Spells

Player's Handbook

Gust of Wind

2-level Evocation

Casting Time 1 action
Range Self (60-foot line)
Duration Concentration, 1 minute
Components V,S,M (a legume seed)

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.   The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.   As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

Class(es): Druid, Sorcerer, Wizard

Basic Rules , pg. 275

Shatter

2-level Evocation

Casting Time 1 Action
Range 60 ft (10 ft)
Duration Instantaneous
Components V, S, M
Materials A chip of mica.

Damage Type: Thunder   Saving Throws: Constitution   Description: 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 using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

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

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

Player's Handbook

Darkvision

2-level Transmutation

Casting Time 1 action
Range Touch
Duration 8 hours
Components V,S,M (dried carrot/ agate)

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

Class(es): Artificer, Druid, Ranger, Sorcerer, Wizard

Level 3 Spells

Basic Rules , pg. 255

Lightning Bolt

3-level Evocation

Casting Time 1 Action
Range Self (100 ft)
Duration Instantaneous
Components V, S, M
Materials A bit of fur and a rod of amber, crystal, or glass.

Damage Type: Lightning   Saving Throws: Dexterity   Description: A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren't being worn or carried.

At higher levels:
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Class(es): Sorcerer, Wizard

Player's Handbook 250

Haste

3-level Transmutation

Casting Time 1 Action
Range 30 ft
Duration Concentration, 1 Minute
Components V, S, M
Materials A shaving of licorice root.

Damage Type: None   Attack/Save Throw: None   Description: Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Class(es): Paladin

Basic Rules , pg. 234

Dispel Magic

3-level Abjuration

Casting Time 1 Action
Range 120 ft
Duration Instantaneous
Components V, S

Damage Type: Control   Saving Throws: None   Description: Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

At higher levels:
When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Class(es): Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard, Artificer

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

r_ez.

Statblock Type

Character Sheet (latest)

Link/Embed