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Charleeze Deron

Enchanter 1 Class & Level
Tinkerer Background
Gnome Race
Chaotic Neutral Alignment

Strength 11
+0
Dexterity 11
+0
constitution 12
+1
intelligence 18
+4
wisdom 14
+2
charisma 13
+1
Total Hit Dice 1
Hit Die
1d6+1
+2 proficiency bonus
+0 Strength
+0 Dexterity
+0 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+0 Acrobatics
+2 Animal Handling
+5 Arcana
+0 Athletics
+1 Deception
+4 History
+4 Insight
+1 Intimidation
+5 Investigation
+2 Medicine
+4 Nature
+2 Perception
+1 Performance
+3 Persuasion
+4 Religion
+0 Sleight of Hands
+0 Stealth
+2 Survival
skills Speaks Gnomish, Common   Hammers, Daggers, Slings, Staffs, Light Crossbows proficiencies

 
10
Armor Class
7
Hit Points
+0
Initiative
25
Speed
Sling 1d4+2 Bludgeoning
Attacks
126 Gold Pieces
1 Copper Piece

A slightly magical rock
A piece of mouldy bread
Equipment
I'mma die soon

Just want to get the last laugh and fuck off
Personality Traits
Freedom
Ideals
Wants revenge on Igeeno who made fun of him in primary school

Guild of tinkerers
Bonds
Obsessed with ducks
Senile
Flaws
Guild Membership
472 Years Old
Spellcasting
Arcane Recovery
Double proficiency for history checks

Tinkerer: has music box, fire starter, toy

Dark vision
Features & Traits

Heroes Enabled

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

DnD 5e SRD SRD

Sling

Ranged Weapon Ammunition Common

Type Damage Damage Range Properties
Simple 1d4 Bludgeoning 30/120 ft Ammunition

Cost: 1 sp


 

Player's handbook 154, Xanathat's Guide to Everything 84

Tinkerer's tools

Adventuring Gear Common

A set of tinker’s tools is designed to enable you to repair many mundane objects. Though you can’t manufacture much with tinker’s tools, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail.   Components. Tinker’s tools include a variety of hand tools, thread, needles, a Whetstone, scraps of cloth and leather, and a small pot of glue.   History. You can determine the age and origin of objects, even if you have only a few pieces remaining from the original.   Investigation. When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago.   Repair. You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flamelewhot enough to make the metal pliable.  

ActivityDC
Temporarily repair a disabled device10
Repair an item in half the time15
Improvise a temporary item using scraps20

Cost: 50 gp Weight: 10 lb.


 

DnD 5e Players handbook

Clothes, Travelers

Adventuring Gear Common

A set of common travelers clothes to protect from the elements. This may be a set of oiled leathers or tailored furs.

Cost: 2 gp Weight: 4 lb.


 

DnD 5e SRD

Spellbook

Adventuring Gear Common

Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.

Cost: 50gp Weight: 3lb


 

DnD 5e SRD

Component Pouch

Adventuring Gear Common

A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).

Cost: 25gp Weight: 2lb


 

Mess Kit

Adventuring Gear Common

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.

Cost: 2 sp Weight: 1 lb


 

Tinderbox

Adventuring Gear Common

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

Cost: 5 sp Weight: 1 lb


 

DnD 5e SRD

Rations (1 day)

Adventuring Gear Common

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

Cost: 5sp Weight: 2lb


 

Torch

Adventuring Gear Common

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

Cost: 1 cp Weight: 1 lb


 

Waterskin

Adventuring Gear Common

A waterskin can hold 4 pints of liquid.

Cost: 2 sp Weight: 5 lb (full)


 

The statblocks of your class features

Enchanter


Hit Points

Hit Dice: d6 per Enchanter level
Hit Points at first Level: 6 + you Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier

Proficiences

Armor: Light Armor,Medium Armor,Shields
Weapons: Martial Weapons,Simple Weapons
Tools: Smithing Tools
Saving Throws: Constitution,Intelligence
Skills: Pick two from Athletics,Acrobatics,Sleight of Hand,Deception,Persuasion,Investigation

Overview & Creation

You Use Magic To Empower Your Strikes. Your Prowess Is Unmatched, But You Are fragile.


Class Features

Fighting Style

At Level 1 and Level 13 You Get To Fighting Style Choose A Of Choice   Blade Mastery
Double Proficiency Bonus With Bladed Weapons   Dueling
You Get An Extra Attack When Using One One-Handed Weapon   Polearm Mastery
You Gain Double Proficiency With Weapons That Have Reach   Heavy Hitting
You Gain Double Proficiency With Weapons That Do Blunt Damage   Dual-Weapon Fighting
You Can Add Your Proficiency Modifier To Your Off-Hand Weapon  

Extra Attack

At Level 2,10,and 17 You Get To Attack One More Per Action  

Enchanting Style

At Level 3 You Get To Pick From Crusher and Speedster  

Rune Inscribing

At Level 9 You Can Enchant Any Item Permanently Using Smithing Tools, 1 Enchant and 10gp Per 1lb.  

Weapon Attunement

At Level 18 You Gain Attunement To Any Weapon Affected By Your Fighting Styles  

Enchantment Master

At Level 20 Your Enchantment Limit For Currently Held Items Is 2 Enchantments Per 1lb


Starting Equipment

A) Any Martial Weapon B) A Shield
A) Any Martial Weapon B) 2 Simple Weapons
A) Studded Leather And A Longbow And 20 Arrows B) Chainmail Armor
A) Dungeoneer's Pack B) Explorer's Pack
And Smithing Tools


Spellcasting

Enchantments

  You learn 2 different 1st level enchantments at level 1 and can apply them to your weapons. All are memorized. You Memorize More Enchantments When Leveling Up. You Can Also Learn Enchantments Via Runes And Must Take 1 Hour For Every Level. Enchantments Are Applied To Items As Long As You're Holding Them At A Limit Shown At The Table Below. You Can Apply Enchantments Based On Your Slots Every Short/Long Rest.


Subclass Options

Crusher

 

Heavy Hitting

At Level 3 You Can Hit Enemies With More Force.You Can Use Extra Attacks To Add +3 To Your Attack And Damage Roll Instead Of Your Extra Attack. The Number Increases By 1 At Levels 7,11,16,and 20  

Armor Crusher

At Level 14, You Can Gain +10 To Your Attack Roll Once Every Short/Long Rest. The Number Of Times Per Rest Increases At Level 20  

Speedster

 

Dash

At Level 3 You Can Move Into 5ft Of An Enemy Within 30ft Of You And Gain An Extra Attack. After You Manage To Hit An Enemy You Can Move 30ft Also Disengaging The Enemy You Hit. The Amount Of Times You Can Dash Increases At Levels 7,11,16,and 20  

Improved Crtical

At Level 14 Your Attack Is A Critical At A 19


Enchantment Level1lb5lb10lb20lb50lb
1st Level12334
2nd Level-1223
3rd Level--223
4th Level---22
5th Level----1
--------
LevelProficiency BonusFeatures1st2nd3rd4th5th
12Fighting Style2----
22Extra Attack21---
32Enchanting Style,Subclass Feature31---
42Ability Score Improvement31---
53Subclass Feature41---
63-42---
73Subclass Feature52---
83Ability Score Improvement521--
94Rune Inscribing5211-
104Extra Attack5221-
114-5321-
124Ability Score Improvement5421-
135Second Fighting Style5421-
145Subclass Feature5421-
155-5431-
165Ability Score Improvement5431-
176Extra Attack5432-
186Weapon Attunement5432-
196Ability Score Improvement54321
206Enchantment Master,Subclass Feature54321

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Gnome

Ability Score Increase +2 Int
Size Small
Speed 25ft

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

Languages. Common, Gnomish

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Acid Splash

0-level (Cantrip) Conjuration

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components V, S

You hurl a bubble of acid. Choose one target you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
At higher levels: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Class(es): Sorcerer, Wizard

Fire Bolt

0-level (Cantrip) Evocation

Casting Time 1 action
Range 120 ft.
Duration Instantanious
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): Artificer, Sorcerer, Wizard

Basic Rules , pg. 230

Dancing Lights

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 120 ft
Duration 1 Minute
Components V, S, M
Materials A bit of phosphorus or wychwood, or a glowworm.

Damage Type: Utility   Saving Throws: None   Description: You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

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

Level 1 Spells

Expeditious Retreat

1-level Transmutation

Casting Time 1 Bonus Action
Range Self
Duration Concentration, Up to Ten Minutes
Components V, S

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Class(es): Artificer, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Paladin (Oath of Treachery), Rogue (Arcane Trickster)

Comprehend Languages

1-level Divination (ritual)

Casting Time 1 Action
Range Self
Duration 1 Hour
Components V, S, M
Materials a pinch of soot and salt

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.   This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

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

Alarm

1-level Abjuration (ritual)

Casting Time 1 Minute
Range 30ft
Duration 8 hours
Components V, S, M
Materials a tiny bell and a piece of fine silver wire

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.   A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.   An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

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

Fog Cloud

1-level Conjuration

Casting Time 1 Action
Range 120ft
Duration Concentration, up to 1 Hour
Components V, S

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

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

Charm Person

1-level Enchantment

Casting Time 1 Action
Range 30ft
Duration 1 Hour
Components V, S

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Class(es): Bard, Druid, Sorcerer, Warlock, Wizard, Cleric (Trickery Domain), Fighter (Eldritch Knight), Paladin (Oath of Treachery), Rogue (Arcane Trickster)

Tasha's Hideous Laughter

1-level Enchantment

Casting Time 1 Action
Range 30ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials tiny tarts and a feather that is waved in the air

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.   At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends

Class(es): Bard, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Great Old One)

Sleep

1-level Enchantment

Casting Time 1 Action
Range 90ft
Duration 1 Minute
Components V, S, M
Materials a pinch of fine sand, rose petals, or a cricket

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).   Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.   Undead and creatures immune to being charmed aren't affected by this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Class(es): Bard, Sorcerer, Wizard, Fighter (Eldritch Knight), Paladin (Oath of Redemption), Rogue (Arcane Trickster), Warlock (The Archfey)

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


Created by

apeh.

Statblock Type

Character Sheet (Legacy)

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