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D&D 5e Goblin Artificer Sheet

This document provides character details for a level 5 goblin artificer named Groll. Key details include: 1) Groll has 6,500 experience points and has the hermit background. 2) Groll's abilities include darkvision, the ability to heal using a healer's kit, and magical tinkering which allows imbuing small objects with magical properties. 3) Groll has an armor class of 17 while wearing scale mail and a shield, and has 38 hit points.
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0% found this document useful (0 votes)
139 views9 pages

D&D 5e Goblin Artificer Sheet

This document provides character details for a level 5 goblin artificer named Groll. Key details include: 1) Groll has 6,500 experience points and has the hermit background. 2) Groll's abilities include darkvision, the ability to heal using a healer's kit, and magical tinkering which allows imbuing small objects with magical properties. 3) Groll has an armor class of 17 while wearing scale mail and a shield, and has 38 hit points.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Level 5 Goblin Artificer, Alchemist 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


groll
Hermit Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of you
STRENGTH Scale Mail 17 as if it were bright light, and in darkness as if it were dim
light.
PROFICIENCY BONUS +3
8
SHIELD
AC Healer (Action). You can spend one use of a healer’s kit to
Shield
tend to a creature and restore 1d6 + 4 hit points to it, plus
N
CIE C additional hit points equal to the creature’s maximum
-1 Strength
Y
PROFI

number of Hit Dice. The creature can’t regain hit points


-1 from this feat again until it finishes a short or long
+1 Dexterity
rest.When you use a healer’s kit to stabilize a dying
✘ +5 Constitution ARMOR CLASS creature, that creature also regains 1 hit point.
DEXTERITY
✘ +7 Intelligence Magical Tinkering. You must have tinker’s tools or other
MAXIMUM HIT DICE TEMPORARY

12
artisan’s tools in hand. You touch a Tiny nonmagical object
+1 Wisdom
38 5d8 as an action and give it one of the following magical
-1 Charisma properties of your choice:The object sheds bright light in a
CONDITIONAL
5-foot radius and dim light for an additional 5
feet.Whenever tapped by a creature, the object emits a
+1 recorded message (no more than 6 seconds long) that can
be heard up to 10 feet away.The object continuously emits
CURRENT HIT POINTS your choice of an odor or a nonverbal sound. The chosen
CONSTITUTION DEATH SAVING THROWS phenomenon is perceivable up to 10 feet away.A static
SAVING THROWS visual effect appears on one of the object’s surfaces.The

14 SPEED FLY CLIMB SWIM chosen property lasts indefinitely. As an action, you can
N
CIE C
touch the object and end the property early.You can
+1 Acrobatics (Dex) 30ft. 0ft. 0ft. 0ft.
Y
PROFI

bestow magic on up to 4 objects.


RT

EXPE

+1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


Infuse Item. Whenever you finish a long rest, you can
+2 ✘ +7 Arcana (Int) Darkvision touch a nonmagical object and imbue it with one of your
artificer infusions, turning it into a magic item.Your
-1 Athletics (Str) infusion remains in an item indefinitely, but when you die,
INTELLIGENCE the infusion vanishes after 4 days have passed.You can
-1 Deception (Cha) infuse up to 2 nonmagical objects at the end of a long rest.

18 +4 History (Int) Enhanced Weapon. You can infuse a simple or martial


weapon into a +1 weapon.
+1 Insight (Wis) Repeating Shot. You can infuse a simple or martial
weapon with the ammunition property into a repeating
-1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS weapon.
+4 ✘ +7 Investigation (Int) Bag of Holding. Using this infusion, you can replicate a
Bag of Holding.
✘ +4 Medicine (Wis) Fury of the Small (1/Short Rest). When you Rope of Climbing. Using this infusion, you can replicate a
WISDOM
damage a creature with an attack or a spell and Rope of Climbing.
+4 Nature (Int) the creature’s size is larger than yours, you can

13 +1 Perception (Wis) cause the attack or spell to deal 5 extra damage to The Right Tool for the Job. With tinker’s tools in hand, you
the creature. can magically create one set of artisan’s tools in an
-1 Performance (Cha) unoccupied space within 5 feet of you. This creation
requires 1 hour of uninterrupted work.
-1 Persuasion (Cha) Nimble Escape. You can take the Disengage or
+1 ✘ +7 Religion (Int)
Hide action as a bonus action on each of your Experimental Elixir. Whenever you finish a long rest, you
turns. can magically produce up to 1 elixirs, each in an empty
+1 Sleight of Hand (Dex) flask you touch.Any elixir you create with this feature lasts
CHARISMA
until it is drunk or until the end of your next long rest.You
+1 Stealth (Dex) can create additional experimental elixirs by expending a
spell slot of 1st level or higher for each one.
8 +1 Survival (Wis)
SKILLS Alchemical Savant. Whenever you cast a spell using your
alchemist’s supplies, you gain a +4 bonus to one roll of the
spell. That roll must restore hit points or be a damage roll
-1 11 PASSIVE PERCEPTION
that deals acid, fire, necrotic, or poison damage.

ADVANTAGE

INITIATIVE +1 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Crossbow, Light 80/320 +4 vs AC 1d8+1 piercing
Ammunition, Loading, Two-Handed
FEATURES & TRAITS
Repeating Crossbow, Light +1 80/320 +5 vs AC 1d8+2 piercing
Ammunition, Loading, Two-Handed
Armor Proficiencies. Light Armor, Medium Armor,
Shields

Weapon Proficiencies. Simple Weapons

Tool Proficiencies. Alchemist’s supplies, Herbalism


kit, Thieves’ tools, Tinker’s tools

Languages. Common, Goblin, Gnomish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 3'5" 35 lb.
GENDER AGE HEIGHT WEIGHT
groll
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You lived in seclusion—either in a sheltered community such as a monastery, or entirely a lone—for a formative part of
your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you
were looking for.

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

Discovery
The quiet seclusion of your extended hermitage gave
you access to a unique and powerful discovery. The
exact nature of this revelation depends on the nature
of your seclusion. It might be a great truth about the
cosmos, the deities, the powerful beings of the outer
planes, or the forces of nature. It could be a site that
no one else has ever seen. You might have uncovered
a fact that has long been forgotten, or unearthed
some relic of the past that could rewrite history. It
might be information that would be damaging to the
people who or consigned you to exile, and hence the
reason for your return to society.
BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Herbalism Kit 1 3 Repeating Crossbow, Light +1 1 5
Case, Map or Scroll 1 1 Potion of Healing 6 3
Crossbow, Light 1 5
[Scale Mail] 1 45
Thieves’ Tools 1 1
Dungeoneer’s Pack 1 10
Ram, Portable 1 35
Block and Tackle 1 5
Healer’s Kit 1 3
Ball Bearings (bag of 1,000) 1 2
Bell 1 —
Caltrops (bag of 20) 1 2
Fishing Tackle 1 4
Hammer, Sledge 1 10
Ink Pen 1 —
Mess Kit 1 1
Potion of Healing 2 1
Soap 1 —
Tent, Two—Person 1 20
Tinderbox 1 1
[Shield] 1 6
ATTUNED MAGIC ITEMS 0 / 3
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

6 2 0 77 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

164.7 lb / 120 lb 240 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Intelligence +7 15 6

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Artificer, Alchemist

CANTRIPS Acid Splash Guidance

1ST LEVEL 4 SPELL SLOTS ● Catapult ● Cure Wounds


● Detect Magic ● Disguise Self ● Healing Word (Always Prepared)
● Ray of Sickness (Always Prepared) Absorb Elements Alarm
Expeditious Retreat Faerie Fire False Life
Feather Fall Grease Identify
Jump Longstrider Purify Food and Drink
Sanctuary Snare

2ND LEVEL 2 SPELL SLOTS ● Flaming Sphere (Always Prepared) ● Lesser Restoration
● Melf’s Acid Arrow (Always Prepared) ● Rope Trick Aid
Alter Self Arcane Lock Blur
Continual Flame Darkvision Enhance Ability
Enlarge/Reduce Heat Metal Invisibility
Levitate Magic Mouth Magic Weapon
Protection from Poison Pyrotechnics See Invisibility
Skywrite Spider Climb Web
Acid Splash Guidance Catapult
Conjuration Cantrip Divination Cantrip 1st-level transmutation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 60 feet RANGE Touch RANGE 60 feet
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS S

You hurl a bubble of acid. Choose one creature you can see within You touch one willing creature. Once before the spell ends, the target Choose one object weighing 1 to 5 pounds within range that isn’t
range, or choose two creatures you can see within range that are can roll a d4 and add the number rolled to one ability check of its being worn or carried. The object flies in a straight line up to 90 feet
within 5 feet of each other. A target must succeed on a Dexterity choice. It can roll the die before or after making the ability check. The in a direction you choose before falling to the ground, stopping early
saving throw or take 1d6 acid damage. spell then ends. if it impacts against a solid surface. If the object would strike a
This spell’s damage increases by 1d6 when you reach 5th level creature, that creature must make a Dexterity saving throw. On a
(2d6), 11th level (3d6), and 17th level (4d6). failed save, the object strikes the target and stops moving. When the
object strikes something, the object and what it strikes each take 3d8
bludgeoning damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the maximum weight of objects that you can target
with this spell increases by 5 pounds, and the damage increases by
1d8, for each slot level above 1st.

Spellcasting (Artificer) Player’s Handbook Spellcasting (Artificer) Player’s Handbook Prepared (Artificer) Xanathar’s Guide to Everything

Cure Wounds Detect Magic Disguise Self


1st-level evocation 1st-level divination (ritual) 1st-level illusion

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Touch RANGE Self RANGE Self
DURATION Instantaneous DURATION Concentration, up to 10 minutes DURATION 1 hour
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

A creature you touch regains a number of hit points equal to 1d8 + For the duration, you sense the presence of magic within 30 feet of You make yourself—including your clothing, armor, weapons, and
your spellcasting ability modifier. This spell has no effect on undead you. If you sense magic in this way, you can use your action to see a other belongings on your person—look different until the spell ends
or constructs. faint aura around any visible creature or object in the area that bears or until you use your action to dismiss it. You can seem 1 foot shorter
At Higher Levels. When you cast this spell using a spell slot of 2nd magic, and you learn its school of magic, if any. The spell can or taller and can appear thin, fat, or in between. You can’t change
level or higher, the healing increases by 1d8 for each slot level above penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of your body type, so you must adopt a form that has the same basic
1st. common metal, a thin sheet of lead, or 3 feet of wood or dirt. 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.

Prepared (Artificer) Player’s Handbook Prepared (Artificer) Player’s Handbook Prepared (Artificer) Player’s Handbook

Healing Word Ray of Sickness Flaming Sphere


1st-level evocation 1st-level necromancy 2nd-level conjuration

CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE 60 feet RANGE 60 feet RANGE 60 feet
DURATION Instantaneous DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V COMPONENTS V, S COMPONENTS V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of
powdered iron)

A creature of your choice that you can see within range regains hit A ray of sickening greenish energy lashes out toward a creature A 5-foot-diameter sphere of fire appears in an unoccupied space of
points equal to 1d4 + your spellcasting ability modifier. This spell has within range. Make a ranged spell attack against the target. On a hit, your choice within range and lasts for the duration. Any creature that
no effect on undead or constructs. the target takes 2d8 poison damage and must make a Constitution ends its turn within 5 feet of the sphere must make a Dexterity saving
At Higher Levels. When you cast this spell using a spell slot of 2nd saving throw. On a failed save, it is also poisoned until the end of throw. The creature takes 2d6 fire damage on a failed save, or half as
level or higher, the healing increases by 1d4 for each slot level above your next turn. much damage on a successful one. As a bonus action, you can move
1st. At Higher Levels. When you cast this spell using a spell slot of 2nd the sphere up to 30 feet. If you ram the sphere into a creature, that
level or higher, the damage increases by 1d8 for each slot level above creature must make the saving throw against the sphere’s damage,
1st. and the sphere stops moving this turn. When you move the sphere,
you can direct it over barriers up to 5 feet tall and jump it across pits
up to 10 feet wide. The sphere ignites flammable objects not being
worn or carried, and it sheds bright light in a 20-foot radius and dim
light for an additional 20 feet.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the damage increases by 1d6 for each slot level above
2nd.

Alchemist Spells (Artificer) Player’s Handbook Alchemist Spells (Artificer) Player’s Handbook Alchemist Spells (Artificer) Player’s Handbook
Lesser Restoration Melf’s Acid Arrow Rope Trick
2nd-level abjuration 2nd-level evocation 2nd-level transmutation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Touch RANGE 90 feet RANGE Touch
DURATION Instantaneous DURATION Instantaneous DURATION 1 hour
COMPONENTS V, S COMPONENTS V, S, M (powdered rhubarb leaf and an adder’s stomach) COMPONENTS V, S, M (powdered corn extract and a twisted loop of parchment)

You touch a creature and can end either one disease or one condition A shimmering green arrow streaks toward a target within range and You touch a length of rope that is up to 60 feet long. One end of the
afflicting it. The condition can be blinded, deafened, paralyzed, or bursts in a spray of acid. Make a ranged spell attack against the rope then rises into the air until the whole rope hangs perpendicular
poisoned. target. On a hit, the target takes 4d4 acid damage immediately and to the ground. At the upper end of the rope, an invisible entrance
2d4 acid damage at the end of its next turn. On a miss, the arrow opens to an extradimensional space that lasts until the spell ends.
splashes the target with acid for half as much of the initial damage The extradimensional space can be reached by climbing to the top of
and no damage at the end of its next turn. the rope. The space can hold as many as eight Medium or smaller
At Higher Levels. When you cast this spell using a spell slot of 3rd creatures. The rope can be pulled into the space, making the rope
level or higher, the damage (both initial and later) increases by 1d4 disappear from view outside the space. Attacks and spells can’t cross
for each slot level above 2nd. 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.

Prepared (Artificer) Player’s Handbook Alchemist Spells (Artificer) Player’s Handbook Prepared (Artificer) Player’s Handbook
Herbalism Kit Case, Map or Scroll Crossbow, Light
Tools Adventuring Gear Weapons

Proficiency with an herbalism kit allows you to identify plants This cylindrical leather case can hold up to ten rolled-up
and safely collect their useful elements. sheets of paper or five rolled-up sheets of parchment.
Components. An herbalism kit includes pouches to store
herbs, clippers and leather gloves for collecting plants, a mortar
and pestle, and several glass jars.
Arcana. Your knowledge of the nature and uses of herbs can
add insight to your magical studies that deal with plants and
your attempts to identify potions.
Investigation. When you inspect an area overgrown with
plants, your proficiency can help you pick out details and clues
that others might miss.
Medicine. Your mastery of herbalism improves your ability to
treat illnesses and wounds by augmenting your methods of
care with medicinal plants.
Nature and Survival. When you travel in the wild, your skill
in herbalism makes it easier to identify plants and spot sources
of food that others might overlook.
Identify Plants. You can identify most plants with a quick
inspection of their appearance and smell.
HERBALISM KIT
Activity DC
Find plants 15
Identify poison 20

3 lbs. Player’s Handbook 1 lb. Player’s Handbook 5 lb. Player’s Handbook

Repeating Crossbow, Light +1 Scale Mail Thieves’ Tools


Weapons Armor Tools

This magic weapon grants a +1 bonus to attack and damage This armor consists of a coat and leggings (and perhaps a Perhaps the most common tools used by adventurers, thieves’
rolls made with it when it’s used to make a ranged attack, separate skirt) of leather covered with overlapping pieces tools are designed for picking locks and foiling traps.
and it ignores the loading property if it has it.If you load no of metal, much like the scales of a fish. The suit includes Proficiency with the tools also grants you a general knowledge
ammunition in the weapon, it produces its own, gauntlets. of traps and locks.
automatically creating one piece of magic ammunition Components. Thieves’ tools include a small file, a set Of lock
when you make a ranged attack with it. The ammunition picks, a small mirror mounted on a metal handle, a set of
created by the weapon vanishes the instant after it hits or narrow—bladed scissors, and a pair of pliers.
misses a target. History. Your knowledge of traps grants you insight when
answering questions about locations that are renowned for
their traps.
Investigation and Perception. You gain additional insight
when looking for traps, because you have learned a variety of
common signs that betray their presence.
Set a Trap. Just as you can disable traps, you can also set
them. As part of a short rest, you can create a trap using items
you have on hand. The total of your check becomes the DC for
someone else’s attempt to discover or disable the trap. The
trap deals damage appropriate to the materials used in
crafting it (such as poison or a weapon) or damage equal to
half the total of your check, whichever the DM deems
appropriate.
THIEVES’ TOOLS
Activity DC
Pick a lock Varies
Disable a trap Varies

5 lb. Eberron: Rising from the Last War 45 lb. Player’s Handbook 1 lbs. Player’s Handbook

Dungeoneer’s Pack Ram, Portable Block and Tackle


Equipment Packs Adventuring Gear Adventuring Gear

Includes a backpack, a crowbar, a hammer, 10 pitons, 10 You can use a portable ram to break down doors. When A set of pulleys with a cable threaded through them and a
torches, a tinderbox, 10 days of rations, and a waterskin. doing so, you gain a +4 bonus on the Strength check. One hook to attach to objects, a block and tackle allows you to
The pack also has 50 feet of hempen rope strapped to the other character can help you use the ram, giving you hoist up to four times the weight you can normally lift.
side of it. advantage on this check.

10 lbs. Player’s Handbook 35 lb. Player’s Handbook 5 lb. Player’s Handbook


Potion of Healing Healer’s Kit Ball Bearings (bag of 1,000)
Potions Adventuring Gear Adventuring Gear

You regain 2d4 + 2 hit points when you drink this potion. This kit is a leather pouch containing bandages, salves, and As an action, you can spill these tiny metal balls from their
Whatever its potency, the potion’s red liquid glimmers splints. The kit has ten uses. As an action, you can expend pouch to cover a level, square area that is 10 feet on a side.
when agitated. one use of the kit to stabilize a creature that has 0 hit A creature moving across the covered area must succeed
points, without needing to make a Wisdom (Medicine) on a DC 10 Dexterity saving throw or fall prone. A creature
check. moving through the area at half speed doesn’t need to
make the save.

½ lb. Dungeon Master’s Guide 3 lb. Player’s Handbook 2 lb. Player’s Handbook

Bell Caltrops (bag of 20) Fishing Tackle


Adventuring Gear Adventuring Gear Adventuring Gear

As an action, you can spread a bag of caltrops to cover a This kit includes a wooden rod, silken line, corkwood
square area that is 5 feet on a side. Any creature that bobbers, steel hooks, lead sinkers, velvet lures, and narrow
enters the area must succeed on a DC 15 Dexterity saving netting.
throw or stop moving this turn and take 1 piercing damage.
Taking this damage reduces the creature’s walking speed
by 10 feet until the creature regains at least 1 hit point. A
creature moving through the area at half speed doesn’t
need to make the save.

— Player’s Handbook 2 lb. Player’s Handbook 4 lb. Player’s Handbook

Hammer, Sledge Ink Pen Mess Kit


Adventuring Gear Adventuring Gear Adventuring Gear

This tin box contains a cup and simple cutlery. The box
clamps together, and one side can be used as a cooking pan
and the other as a plate or shallow bowl.

10 lb. Player’s Handbook — Player’s Handbook 1 lb. Player’s Handbook


Potion of Healing Soap Tent, Two—Person
Adventuring Gear Adventuring Gear Adventuring Gear

A character who drinks the magical red fluid in this vial A simple and portable canvas shelter, a tent sleeps two.
regains 2d4 + 2 hit points. Drinking or administering a
potion takes an action.

½ lb. Player’s Handbook — Player’s Handbook 20 lb. Player’s Handbook

Tinderbox Shield
Adventuring Gear Armor

This small container holds flint, fire steel, and tinder A shield is made from wood or metal and is carried in one
(usually dry cloth soaked in light oil) used to kindle a fire. hand. Wielding a shield increases your Armor Class by 2.
Using it to light a torch—or anything else with abundant, You can benefit from only one shield at a time.
exposed fuel—takes an action. Lighting any other fire takes
1 minute.

1 lb. Player’s Handbook 6 lb. Player’s Handbook

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