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Yuri Dragunov

Artificer / Artillerist 5 Class & Level
Haunted One Background
Variant Human Race
Chaotic Good Alignment

Strength 12
+1
Dexterity 14
+2
constitution 14
+2
intelligence 16
+3
wisdom 10
+0
charisma 10
+0
Total Hit Dice 8
Hit Die
1d8+2
+3 proficiency bonus
+1 Strength
+2 Dexterity
+4 Constitution
+5 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+0 Animal Handling
+5 Arcana
+1 Athletics
+0 Deception
+5 History
+0 Insight
+0 Intimidation
+5 Investigation
+0 Medicine
+3 Nature
+0 Perception
+0 Performance
+0 Persuasion
+3 Religion
+4 Sleight of Hands
+2 Stealth
+0 Survival
skills Investigation, Sleight of Hand, Arcana, History proficiencies

 
16
Armor Class
38
Hit Points
+4
Initiative
40
Speed
WeaponAttackDamage
Handaxe 1d20+4 1d6+2 Slashing
Ice Hammer+1 (AC +1) 1d20+8 1d12+4 Bludgeon
Crossbow, Light (Infused) 1d20+4 1d8+3 Piercing
Cannon Variant (Pick One)
Flamethrower---- 2d8 Fire damage 1/2 if fail Spell Save 13 (8 + your proficiency bonus + your Intelligence modifier) 15 feet
Force Ballista--- 2d8 Force 120 feet
Protector--- 1d8+3 TEMP HP of 10 feet
Spell Attack (Enhanced Arcane Focus) 1d20+7
Arcane Firearms Modifier--- 1d8
Attacks
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: Thieves’ tools
Saving Throws: Constitution, Intelligence

Languages: Common, Dwavern, Undercommon

Proficiences
Cantrips:
Firebolt
Mending

Level 1 Spells:
Catapult
Cure Wounds
Disguise Self
False Life
Identify
Shield
Thunderwave
Spellcasting
Weapons:
Light Crossbow
Handaxe
QuarterStaff

Money:
14g
10s
9c

Armor:

Scale Armor


Ammo:

20 Bolts

Misc:
Thieves Tool (Small File, A set of lockpicks, A small mirror, Scissors, Pliers.)
Dungeoneer Pack (Crowbar, hammer, 10 - 1 piton, 10 torches, 10 rations, waterskin, 50feet rope)
Monster Hunter's Pack (Chest, a Crowbar, a Hammer, 3 wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and 3 torches.)
Small Hand Personal Journal
Everfrost Gem

Food:
Modest Meal

Survival Pack (Clothing, Cold Weather, Crampons, Snowshoes)



Notes:
Huarwar, Derevon descriptions signatures notes.

4 scrimshaw figurines (whale, fox, dancing hare, walrus "big love" tooth)

Silver Pocketwatch (Electrum Lined)

Shard of black ice

Easthaven Arcane Brotherhood last whereabouts

Recognized cipher written by Wizards of Thay




Equipment
I don't run from evil. Evil runs from me.
Personality Traits
Selflessness:
I try to help those in need, no matter what the personal cost. (Good)
Ideals
I keep my thoughts and discoveries in a journal. My journal is my legacy.
Bonds
I feel no compassion for the dead. They’re the lucky ones.
Flaws
BACKGROUND

20 years ago, I was a humble inventor in City Luskan.
My family runs a Artificer workshop, building inventions for the city.
My father was building an invention and suddenly monsters came into my city and started slaughtering everyone. One came after my father and killed him. When I came to aid my father the monster attacked me and it damaged my body so badly that I lost my arm and half of my face. It left me for dead.

I was saved by an unknown warforged. He gave me a new arm and a new face. He passed me this, a reddish-brown warship on dark waves beneath a purple-black land and a silhouette of the Host Tower. I learnt that it belongs to the Arcane Brotherhood. He also handed me the schematics for the invention my father was working on before he was taken away from me.

Now... 20 years. Heading to Icewind Dale with this scarf I will have my revenge.

Harrowing Event:
A monster that slaughtered dozens of innocent people spared your life, and you don’t know why.

Heart of Darkness:
Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

FEATS

Mobile:
You are exceptionally speedy and agile. You gain the following benefits:
Your speed increases by 10 feet.
When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

ARTIFICER

Magical Tinkering
At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

The Right Tool for the Job
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.

INFUSIONS

Returning Weapon (+1 bonus attack and roll) ranged attacks
Replicate Magic Items
Repeating Shots (Ignorer loading) (+1 bonus attack and roll) No Ammo required.

ARTILERIST

Eldritch Cannon

3 Variants: Flamethrower, Force Ballista, Protector

Can be either Small or Tiny(handheld)

Small:
AC (18)
HP (5x lvl (4))
Can have legs. When Mending is casted on to it, heal for 2D6 HP. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0).
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.








Features & Traits

Heroes Enabled

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

Rime Hammer

Weapon

Very Rare Requires Attunement

Requires Concentration on Gem for 30 Minutes

When you draw the weapon, thick ice grows over the surface of the gauntlet and extends the length of your forearm, forming a partial shield and granting a +1 bonus to AC while you are not also wielding a shield.

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Type Damage Damage Range
Martial Melee 1d12 Cold Melee


Wand of Magic Missiles

Adventuring Gear Uncommon

This wand has 7 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast the Magic Missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.   The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Weight: 1 lb


 

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: P. 259

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: V, S, M
Materials: two lodestones
Duration: Instantaneous
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 cloack, 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.
Available for: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

Fire Magic

Fire Bolt

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous
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 .
Available for: Sorcerer, Wizard

Basic Rules

Magic Missile

1-level Evocation

Casting Time: 1 Action
Range/Area: 120ft
Components: Verbal, Somatic
Duration: Instantaneous
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.
Available for: Sorcerer, Wizard, Arcana Domain, Armorer

Level 1 Spells

PHB pg. 252

Identify

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 Minute
Range/Area: Touch
Components: V, S, M
Materials: A pearl worth at least 100 gp and an owl feather
Duration: Instantaneous
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, 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. If you instead touch a creature throughout the casting you learn what spells, if any, are currently affecting it.
Available for: Bard, Wizard

PHB: P. 239

False Life

1-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: A small amount of alcohol or distilled spirits
Duration: 1 hour

Bolstering yourself with a necromantic facsimile of life, you gain 1*D4 + 4 temporary hit points for the duration.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional Temporary Hit Points for each slot level above 1st.
Available for: Sorcerer, Wizard

Evocation Magic

Cure Wounds

1-level Evocation

Casting Time: 1 Action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
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.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

Illusion Magic

Disguise Self

1-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 1 hour
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic 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.
Available for: Artificer, Bard, Sorcerer, Wizard

XGtE P. 150 / EE: P. 15 / PotA: P. 233

Catapult

1-level Transmutation

Casting Time: 1 action
Range/Area: 150 feet
Components: S
Duration: Instantaneous

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, both the object and the creature or solid surface take 3*D8 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 1*D8, for each slot level above 1st.
Available for: Artificer, Sorcerer, Wizard

PHB: P. 275

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/Area: Self
Components: V, S
Duration: 1 round
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.
Available for: Artificer (Artillerist, Battlesmith), Sorcerer, Wizard

PHB: P. 282

Thunderwave

1-level Evocation

Casting Time: 1 action
Range/Area: Self (15 foot cube)
Components: V, S
Duration: Instantaneous

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.
Available for: Artificer (Armorer, Artillerist), Bard, Druid, Sorcerer, Wizard

Level 2 Spells

PHB: P. 273

Scorching Ray

2-level Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous

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 2*D6 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.
Available for: Artificer (Artillerist), Sorcerer, Wizard

PHB: P. 275

Shatter

2-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: a chip of mica
Duration: Instantaneous

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 3*D8 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 1*D8 for each slot level above 2nd.
Available for: Artificer (Armorer, Artillerist), Bard, Sorcerer, Warlock, Wizard

Basic Rules

Heat Metal

2-level Transmutation

Casting Time: 1 Action
Range/Area: 60 ft
Components: Verbal, Somatic, Material
Materials: A piece of iron and a flame
Duration: Concentration, 1 Minute
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.
Available for: Artificer, Bard, Druid, Forge Domain

PHB: P. 274

See Invisibility

2-level Divination

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: a pinch of talc and a small sprinkling of powdered silver
Duration: 1 hour

For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Available for: Artificer, Bard, Sorcerer, Wizard

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


Created by

joshuacwy.

Statblock Type

Character Sheet (Legacy)

Link/Embed