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Snickerdoodle

5 Level (0/14000 XP for level-up) Cloistered Scholar Background Changeling Race / Species / Heritage N/G Alignment
Artificer
Level 5
Hit Dice: 5/5
1d8+2 Class 1

STR 10

+0

DEX 12

+1

CON 14

+2

INT 18

+4

WIS 18

+4

CHA 11

+0

41
Hit Points
+1
Initiative (DEX)
13
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
Spellcasting ...
+7 Attack mod
INT Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+1 Dexterity
+5 Constitution
+7 Intelligence
+4 Wisdom
+0 Charisma
saving throws
+1 Acrobatics DEX
+4 Animal Handling WIS
+7 Arcana INT
+0 Athletics STR
+0 Deception CHA
+7 History INT
+7 Insight WIS
+0 Intimidation CHA
+4 Investigation INT
skills
+10 Medicine WIS
+7 Nature INT
+4 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+4 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
sickle +3 STR 1d4 slashing
spear +3 STR 1d6 piercing
 versitile 1d8 range(20/60)
Attacks

Spell Book

Expert Duplication. When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate

Kenku Recall. Thanks to your supernaturally good memory, you have proficiency in two skills of your choice.
Moreover, when you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can give yourself advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest

Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.

Features & Traits
poisoneers pack (arcane focus)
dugeneers pack
book for my studies

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
herbalism kit
poisoners kit
common
undercommon
elvish
dwarvish

Languages & Proficiencies
Plague Resilience - You've built a resilience towards different poisons and disease. You gain resistance against poison damage and have advantage on saving throws against poison and disease.

Esoteric Concoctions - You've created a collection of concoctions made to either aid those in need or to harm your foes. These concoctions are represented by a pool of d6s, known as concoction dice, that you spend as either a Healing Vapor, Deadly Toxin, or Cleansing Salve. The number of dice in the pool equal to your proficiency bonus. The concoction die increases to a d8 when you reach 9th level in this class.

Healing Vapor. As a bonus action, you can heal one creature you can see within 60 feet of you by spending dice from the pool. Roll the number of spent dice and the creature regains a number of hit points equal to the result.

Deadly Toxin. As a bonus action, you apply a poison to a weapon that deals piercing or slashing damage by spending dice from the pool. When a creature is hit by a weapon attack with the poison, it must succeed on a Constitution saving throw against your spell save DC. On a failed save, roll 1 + the number of spent concoction dice and add the result as poison damage to the attack or half as much on a successful save. The poison lasts until either it damages a creature a number of times equal to intelligence modifier (minimum of 1) or you finish a short or long rest. The poison maybe also be removed from the weapon as a bonus action.

Cleansing Salve. As a bonus action, you touch a creature that you can see and spend a die from the pool. If the creature is afflicted by a poison or disease, you neutralize the effect. If the creature is affected by more than one poison or disease, you neutralize one that you know is present, or you neutralize one at random.

Your pool regains all expended dice when you finish a short or long rest, provided that you have either a herbalism kit or poisoner's kit on your person.

Once per turn when you hit a creature with a weapon that deals piercing or slashing damage, you can deal additional poison damage equal to your concoction die. When you reach 15th level, the damage increases by one additional concoction die.



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.

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

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

Level 1 Spells

Player's Handbook

Cure Wounds

1-level Evocation

Casting Time: 1 Action
Range/Area: Touch
Components: Verbal, Somatic
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

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.   Can be cast as a ritual.

Class(es): Artificer, Bard, Wizard, Cleric (Forge Domain), Cleric (Knowledge Domain), 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)

PHB pg 231

Detect Poison and Disease

1-level Divination (ritual)

Casting Time 1 Action
Range Self
Duration Concentration, Up to 10 minutes
Components VSM
Materials A yew leaf

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it 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): Cleric, Druid, Paladin, Ranger

PHB

Ray of Sickness

1-level Necromancy

Casting Time 1 Action
Range 60 feet
Duration Instantaneous
Components V S

A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
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.

Class(es): Cleric, Sorcerer, Wizard

Ranged Spell Attack 1d8 Poison Damage
Saving ThrowConstitution
ConditionPoisoned

Basic Rules, pg. 239

Faerie Fire

1-level Evocation

Casting Time 1 Action
Range 60 ft (20 ft. of cube)
Duration 1 Minute
Components V

Damage Type: Debuff   Attack/Save Throw: DEX Save   Description: Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Class(es): Bard, Druid, Artificer

PHB, page 238

Expeditious Retreat

1-level Transmutation

Casting Time 1 bonus action
Range Self
Duration Concentration, 10 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): Sorcerer, Warlock, Wizard

Level 2 Spells

PHB

Protection From Poison

2-level Abjuration

Casting Time 1 Action
Range Touch
Duration 1 Hour
Components V, S

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.   For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

Class(es): Artificer, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul)

Player's Handbook

Ray of Enfeeblement

2-level Necromancy

Casting Time 1 action
Range 60 feet
Duration Concentration, up to 1 minute
Components V, S

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.
At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

Class(es): Warlock, wizard

PHB

Aid

2-level Abjuration

Casting Time 1 Action
Range 30ft
Duration 8 hours
Components V, S, M
Materials a tiny strip of white cloth

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.

Class(es): Artificer, Cleric, Paladin, Sorcerer (Divine Soul)

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