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Sindri Sandaak in Dungeons & Dragons 5e

Sindri Sandaak

5 Level (0/14000 XP for level-up) Izzet Engineer Background Goblin Race / Species / Heritage Chaotic Neutral Alignment
Artificer
Level 5
Hit Dice: 1/5
1d8+2 Class 1

STR 12

+1

DEX 18

+4

CON 15

+2

INT 16

+3

WIS 8

-1

CHA 8

-1

272
Hit Points
+4
Initiative (DEX)
23
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
4 / 4
Infusions Known
2 / 2
Infused Items
Spellcasting ...
+6 Attack mod
INT Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Strength
+4 Dexterity
+5 Constitution
+6 Intelligence
-1 Wisdom
-1 Charisma
saving throws
+4 Acrobatics DEX
-1 Animal Handling WIS
+6 Arcana INT
+1 Athletics STR
-1 Deception CHA
+3 History INT
-1 Insight WIS
-1 Intimidation CHA
+6 Investigation INT
+8 Craftmenship INT
skills
-1 Medicine WIS
+3 Nature INT
+2 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+3 Religion INT
+7 Sleight of Hand DEX
+4 Stealth DEX
-1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Flamethrower +8 DEX 2d12+1+4 Fire
 10ft Range; +1 to hit + DMG (Weapon Infusion)
Scrap Rifle +7 DEX 2d8+4 Piercing
 100ft Range
Light Crossbow +7 DEX 1d8+4 Piercing
 80ft Range
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Fire Bolt 1 action 120 ft Instantanious 1d10 V, S
 Notes: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).
Mending 1 action Touch Instantaneous V, S, M
 Notes: This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, 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.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Absorb Elements 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Self 1 round 1d6 S
 Notes:The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Grease 1 action 60 ft 1 minute V, S, M
 Notes:Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
Chaos Bolt 1 action 120 ft Instantaneous 2d8+1d6 V, S
 Notes: You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below. d8 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Poison 7 Psychic 8 Thunder If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.
Magic Missile Action 120 ft Instantaneous 1d4 + 1 V, S
 Notes: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.
Thunderwave Action Self (15-ft cube) Instantaneous 2d8 V, S
 Notes: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.
Alarm 1 minute 30 ft 8 hours V, S, M
 Notes: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.

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Absorb Elements 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Self 1 round 1d6 + S
 Notes:The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Chaos Bolt 1 action 120 ft Instantaneous 2d8+1d6 + V, S
 Notes: You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below. d8 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Poison 7 Psychic 8 Thunder If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.
Thunderwave Action Self (15-ft cube) Instantaneous 2d8 + V, S
 Notes: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.
Light Crossbow (20 bolts)

Scale Mail armor (welded to Mech)

Thieves Tools
  • A small file, set of lock picks, small mirror mounted on a metal handle, set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps pick locks. Can create a trap on a short rest.

  • Dungeoneer's Pack
  • A backpack, crowbar, 10 pitons, 10 torches, a tinderbox, 10 days of rations, a waterskin, and 50 feet of hempen rope.

  • Carpenter's tools
  • Saw, hammer and nails, hatchet, square, ruler, adze, plane, chisel, block and tackle

  • Common clothes
    Redfall Raiders insignia
    Belt pouch (25,005 copper bits)

    Equipment Copper: 25005, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Goblin
    Common

    Simple Weapons
    Firearms
    Thieves Tools
    Tinkerers Tools
    Carpenter's Tools
    Smith's Tools
    Mason's Tools

    All Armor

    Languages & Proficiencies
    I get really excited about my ideas and I can't wait to talk about them and start putting them into practice and tinkering with them and I want to tell you about how exciting it all is!

    Personality Traits
    Fun. I love my job! Despite the dangerous working conditions, there's nothing I'd rather do. (Chaotic)

    Ideals
    I have the schematics for an invention that I hope to build one day, once I have the necessary resources.

    Bonds
    I get bored easily, and if nothing is happening
    I'll make something happen.

    Flaws
    ~ Active Infusions ~
    Enhanced Defense (Mech)
    Enhanced Weapon (Flamethrower)
    -----------------------------
    ~ Out Of Mech Stats ~
    STR, DEX, CON = 3 (- 4 mod).
    WIS, CHA = 8 (- 1 mod)
    INT = 16 (+ 3 mod)
    -----------------------------
    HP = 30 (indefinitely)
    AC = 12 (indefinitely)
    SPEED = 10 (indefinite)
    -----------------------------
    ~ Darkvision ~
    You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were in dim light. You discern colors in that darkness only as shades of gray.
    ~ Fey Ancestry ~
    You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
    ~ Fury of the Small ~
    When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.
    You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.
    ~Nimble Escape ~
    You can take the Disengage or Hide action as a bonus action on each of your turns.

    Notes
    ~ Magical Tinkering ~
    Touching a Tiny non-magical object while holding Thieves' or Artisan's tools, instill in it one of the following magical properties of your choice:
  • The object sheds light in a 10-foot radius.
  • 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 (1 effect per object), up to your Intelligence modifier. If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

    ~ Spellcasting ~
    Number of prepared spells:
  • Combination of a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down. You can change your list of prepared spells when you finish a long rest.

  • ~ Infuse Item ~
    You've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items. Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
  • Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.
  • Armor of Magical Strength
  • Enhanced Defense
  • Enhanced Weapon
  • Replicate Magic Item

  • ~ Artificer Specialist ~
    Armorer:
  • You gain proficiency with heavy armor. You also gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.
  • Armorer Spells:
    3rd Level: Magic Missile, Thunderwave
    5th Level: Shatter, Mirror Image

    Arcane Armor:
  • Your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith's tools in hand.
  • You gain the following benefits while wearing this armor:
  • 1) If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
    2) You can use the arcane armor as a spellcasting focus for your artificer spells.
    3) The armor attaches to you and can't be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces.
    4) You can doff or don the armor as an action. The armor continues to be Arcane Armor until you don another suit of armor or you die.
    Armor Model:
  • You can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.
  • Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.

  • ~ 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.

    ~ Extra Attack ~
    You can attack twice, rather than once, whenever you take the Attack action on your turn.



    Features & Abilities
    ~ Armor of Magical Strength ~
    This armor has 6 charges. The wearer can expend the armor's charges in the following ways:
    When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
    If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.
    The armor regains 1d6 expended charges daily at dawn.
    ~ Enhanced Defense ~
    A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.
    The bonus increases to +2 when you reach 10th level in this class.
    ~ Enhanced Weapon ~
    This magic weapon grants a +1 bonus to attack and damage rolls made with it.
    The bonus increases to +2 when you reach 10th level in this class.
    ~ Replicate Magic Item ~
    Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items table.

    Infusions


    ™ & © 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

    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

    Mending

    0-level (Cantrip) Transmutation

    Casting Time 1 action
    Range Touch
    Duration Instantanious
    Components V, S, M
    Materials Two lodestones

    This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, 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.

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

    Level 1 Spells

    PHB

    Absorb Elements

    1-level Abjuration

    Casting Time 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
    Range Self
    Duration 1 Round
    Components S

    The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

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

    PHB, page 246. Available in the SRD.

    Grease

    1-level Conjuration

    Casting Time 1 action
    Range 60 ft.
    Duration 1 minute
    Components V, S, M
    Materials a bit of pork rind or butter

    Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.   When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

    Class(es): Artificer, Wizard

    Xanathar's Guide to Everything

    Chaos Bolt

    1-level Evocation

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

    You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.

    d8 Damage Type
    1 Acid
    2 Cold
    3 Fire
    4 Force
    5 Lightning
    6 Poison
    7 Psychic
    8 Thunder
    If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.   A creature can be targeted only once by each casting of this spell.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.

    Class(es): Sorcerer

    Basic Rules , pg. 257

    Magic Missile

    1-level Evocation

    Casting Time 1 action
    Range 120 ft
    Duration Instantaneous
    Components V, S

    Damage Type: Force   Saving Throws: None   Description: 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.

    Class(es): Sorcerer, Wizard

    PHB

    Thunderwave

    1-level Evocation

    Casting Time 1 Action
    Range Self (15 feet Cube)
    Duration Instantaneous
    Components V S

    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.

    Class(es): Bard, Cleric, Druid, Sorcerer, Wizard

    Area of Effect15-foot Cube
    Saving ThrowConstitution
    2d8 Thunder DamagePushed 10 feet

    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)

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


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