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Nihil Bloodstone

Artificer 1 Class & Level
Cloisterd Scholar Background
Rock Gnome Race
Neutral Good Alignment

Strength 11
+0
Dexterity 15
+2
constitution 16
+3
intelligence 19
+4
wisdom 14
+2
charisma 12
+1
Total Hit Dice 1
Hit Die
1d8+3
+2 proficiency bonus
+0 Strength
+2 Dexterity
+5 Constitution
+6 Intelligence
+2 Wisdom
+1 Charisma
saving throws
+2 Acrobatics
+2 Animal Handling
+6 Arcana
+0 Athletics
+1 Deception
+6 History
+2 Insight
+1 Intimidation
+6 Investigation
+2 Medicine
+6 Nature
+2 Perception
+1 Performance
+1 Persuasion
+4 Religion
+2 Sleight of Hands
+2 Stealth
+2 Survival
skills Arcana, Investigation, History, Nature proficiencies

 
14
Armor Class
11
Hit Points
+2
Initiative
25feet
Speed
WeaponAttackDamage
Light Crossbow 1d20+4 1d8+2
Dagger 1d20+4 1d4+2
Attacks
Armor: Light armor, Medium armor, shields
Weapons: Simple weapons
Tools: Thieve's tools, Tinkerer's tools, Alchemist's Supplies
Proficiences
Artificer
Spellcasting ability: Intelligence
Spell Save DC: 14
Spell Attack Bonus: +6
Spellcasting
20 Bolts
Studded leather armor
Light Crossbow
2x Dagger
Thieve's Tools
Dungeoneer's Pack
Writing Kit
Borowed Book (Planes)
10GP
Equipment
Darkvision (60 feet)
Gnome Cunning (Int, Cha, Wis vs Magic = advantage)
Languages: Common, Gnomish, Dwarvish, Undercommon
Artificer's Lore (2x Prof for History check related to magical items, alchemical objects or technological devices)
Tinker
Library Access
Magical Tinkering
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Artificer


Hit Points

Hit Dice: d4 per Artificer level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

Artificer

 

main idea 1

 

main idea 2


 


LevelAttunementsFeatures
1?Nada ahora mismo

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Rock Gnome

Ability Score Increase +1 Con, +2 Int
Size Small
Speed 25 ft

As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. Most gnomes in the worlds of D&D are rock gnomes, including the tinker gnomes of the Dragonlance setting.   Age Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.   Alignment Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.   Size Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.   Speed Your base walking speed is 25 feet.   Darkvision Accustomed to life underground, you have superior vision in dark and dim conditions. 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 can’t discern color in darkness, only shades of gray.   Gnome Cunning You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.   Artificer’s Lore Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.   Tinker You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.   When you create a device, choose one of the following options:   Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.   Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.   Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.

Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Mending

0-level (Cantrip) Transmutation

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

This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, 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): Bard, Cleric, Druid, Sorcerer, Wizard

Shocking Grasp

0-level (Cantrip) Evocation

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

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level ( 2d8 ), 11th level ( 3d8 ), and 17th level ( 4d8 ).

Class(es): Sorcerer, Wizard

Level 1 Spells

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, page 252

Identify

1-level Divination (ritual)

Casting Time 1 minute
Range Touch
Duration Instantaneous
Components V, S, M
Materials A pearl worth at least 100 gp and an owl feather

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

  If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Class(es): Bard, Wizard

Catapult

1-level Transmutation

Casting Time 1 Action
Range 60 ft
Duration Instantaneous
Components S

Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a 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.

Class(es): Sorcerer, Wizard

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. 2nd level 2d8 , 3rd level 3d8 , 4th level 4d8 , 5th level 5d8 , 6th level 6d8 , 7th level 7d8 , 8th level 8d8 , 9th level 9d8 .

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

Sanctuary

1-level Abjuration

Casting Time 1 bonus action
Range 30ft
Duration Instantaneous
Components V, S, M
Materials A small silver mirror

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 or casts a spell that affects an enemy creature, this spell ends.

Class(es): Cleric

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


Created by

Wiz Ard.

Statblock Type

Character Sheet (Legacy)

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