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Fleek Trade-Exchanger in Dungeons & Dragons 5e

Fleek Trade-Exchanger

7 Level (0/34000 XP for level-up) Guild Artisan Background Ratfolk Race / Species / Heritage CG Alignment
Artificer
Level 7
Hit Dice: 7/7
1d8+3 Class 1

STR 7

-2

DEX 16

+3

CON 16

+3

INT 18

+4

WIS 10

+0

CHA 12

+1

59
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
Spellcasting ...
+7 Attack mod
INT Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-2 Strength
+3 Dexterity
+6 Constitution
+7 Intelligence
+0 Wisdom
+1 Charisma
saving throws
+3 Acrobatics DEX
+0 Animal Handling WIS
+4 Arcana INT
-2 Athletics STR
+1 Deception CHA
+4 History INT
+6 Insight WIS
+1 Intimidation CHA
+4 Investigation INT
+9 Thieves Tools DEX
+10 Tinkerer's Tools INT
+10 Alchemist Tools INT
+9 Weaver's Tools DEX
skills
+3 Medicine WIS
+4 Nature INT
+3 Perception WIS
+1 Performance CHA
+4 Persuasion CHA
+4 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Firebolt +7 INT 2d10+4 fire
 Range 120
Shocking Grasp +7 INT 2d8 lightning
Attacks

Spell Book

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Healing word bonus action 60 ft 1d4+8
 Notes:Always prepped
Ray of Sickness action 60 ft 2d8+4
 Notes:Always prepped
Disguise Self 1 action self
Absorb Elements 1 action Self
Sanctuary Bonus Action 30
Faerie Fire Action 60 ft

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Healing word bonus action 60 ft 1d4+8 +
 Notes:Always prepped
Ray of Sickness action 60 ft 2d8+4 +
 Notes:Always prepped
Flaming Sphere Action Touch 2d6+4
 Notes:Always Prepped
Melf's Acid Arrow Action 90 4d4+4
 Notes:Always Prepped
Invisibility Action Touch
Lesser Restoration Action Touch
Aid Action 30

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money

Common, Ancient





Languages & Proficiencies

Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.


You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table.


Creating an experimental elixir requires you to have alchemist supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.


When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask.


1Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence Modifier
2Swiftness. The drinker's walking speed increases by 10 feet for 1 hour.
3Resilience. The drinker gains a +1 bonus to AC for 10 minutes.
4Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
5Flight. The drinker gains a flying speed of 10 feet for 10 minutes.
6Transformation. The drinker's body is transformed as if by the Alter Self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.

Infusions: Enhanced Defense, Enhanced weapon, Day Shades, Bag of Holding*, Rope of Climbing, Cloak of Elven Kind*


At 5th level, you've developed masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist's supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1)




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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