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9 Level (0/64000 XP for level-up) Background Dwarf Race / Species / Heritage Chaotic Evil Alignment
Artificer(Armourer)
Level 9
Hit Dice: 1/9
1d8+4 Class 1

STR 21

+5

DEX 12

+1

CON 19

+4

INT 11

+0

WIS 8

-1

CHA 7

-2

75
Hit Points
+1
Initiative (DEX)
24
Armor Class (AC)
+4
Prof. Bonus
25
Speed (walk/run/fly)
13
Passive Perception
Spellcasting ...
+6 Attack mod
INT Ability
+0 Abi Mod
14 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+5 Strength
+1 Dexterity
+12 Constitution
+6 Intelligence
-1 Wisdom
-2 Charisma
saving throws
+1 Acrobatics DEX
-1 Animal Handling WIS
+22 Arcana INT
+5 Athletics STR
-2 Deception CHA
+0 History INT
-1 Insight WIS
-2 Intimidation CHA
+0 Investigation INT
skills
-1 Medicine WIS
+0 Nature INT
+13 Perception WIS
-2 Performance CHA
-2 Persuasion CHA
+0 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
-1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Punch Throw +13 STR 1d8+5 Blunt
 Thrown, Range(30ft), Heavy
Kick Throw +13 STR 1d8+5 Blunt
 Thrown, Range(30ft),Heavy
Special Move: Potemkin Buster +13 STR 7d20+5 Blunt
 Grapple check on the first turn if opponent does not escape damage the next turn
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Firebolt +6 1 Action 120ft Instantaneous 2d10+2 V,S 0
 Notes:Hit roll: 1d20+Prof.bonus(level/4 rounded up)
Mage hand 1 Action 30ft 1 min 0 V,S 0
Shocking grasp 1 action Touch Instant 1d8 V,S
 Notes:I touch someone and lightning springs from my hands, I get an advantage if the opponent is wearing metal armour

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Firebolt +6 1 Action 120ft Instantaneous 2d10+2 + V,S 0
 Notes:Hit roll: 1d20+Prof.bonus(level/4 rounded up)
Mage hand 1 Action 30ft 1 min 0 + V,S 0
Absorb Elements 1 Action Self 1 round 0 S
False Life 1 Action Self 1 hour(600 turns) 0 V,S,M
Arcane Weapons (AU) 1 Bonus Action Self 1 hour(600 turns) 1d6 extra of the chosen damage type V,S
 Notes:When cast using a 3rd level spell slot or higher it lasts 8hrs, The damage types than can be chosen are: Acid,Cold,Fire,Lightning,Poison or Thunder as an extra bonus action I can change the damage type
Shocking grasp 1 action Touch Instant 1d8 + V,S
 Notes:I touch someone and lightning springs from my hands, I get an advantage if the opponent is wearing metal armour
A full suit of armour with a jewel encrusted helmet

Equipment Copper: 5, Silver: 3, Electrum: 0, Gold: 8, Platinum: 0 Money
http://dnd5e.wikidot.com/spells:artificer
I now have the sigil of the god of destruction gives +7 necrotic damage to my magic.
I have infusions, I can have 3 at once at lvl 3, this amount increasing by 1 at level 6,10,14 and 18. https://dnd5e.wikidot.com/artificer:infusions( look here for infusion types)
My specialization as an armourer provides these effects https://dnd5e.wikidot.com/artificer:armorer
I can use 3 special moves per long rest
Spellcasting
57 health max
Throlluck Stonemine
Heavy Armour Master feat: decreases any non-magic damage taken by 3 while wearing heavy armour.
Lvl 6 gets "battlefield smithing" : Allows for reparing items within combat
Crusher feat: +1 Strength, Extra 5ft move speed when hitting bludgeon attacks and advantage attacks after crit

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
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.

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Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

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