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James Lich

10 Level (0/85000 XP for level-up) Folk Lore: Lakota Hihankara's Reject Background Dwarf: Duergar Race / Species / Heritage Chaotic Evil Alignment
Artificer
Level 3
Hit Dice: 3/3
1d8+4 Class 1
Black Knight
Level 7
Hit Dice: 7/7
1d10+4 Class 2

STR 12

+1

DEX 12

+1

CON 18

+4

INT 20

+5

WIS 12

+1

CHA 15

+2

100
Hit Points
+1
Initiative (DEX)
19
Armor Class (AC)
+4
Prof. Bonus
20
Speed (walk/run/fly)
11
Passive Perception
50 /
Excess
Spellcasting ...
+9 Attack mod
INT Ability
+5 Abi Mod
17 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+5 Strength
+1 Dexterity
+8 Constitution
+9 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+1 Acrobatics DEX
+1 Animal Handling WIS
+9 Arcana INT
+1 Athletics STR
+6 Deception CHA
+6 History INT
+1 Insight WIS
+6 Intimidation CHA
+5 Investigation INT
skills
+1 Medicine WIS
+5 Nature INT
+1 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+5 Religion INT
+5 Sleight of Hand DEX
+1 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Shovel +7 STR 1d4+1 slashing
 Unassuming, Destructive(1d6)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Eldritch Blast +9 1 Action 120 Ft Instantaneous 1d10 V,S
Lightning Lure +9 1 Action 15 Ft Instantaneous 1d8 V
 Notes:Damage is only taken if at the end of travel they are within 5ft of you
Poison Spray +9 1 Action 10 Ft Instantaneous 1d12 V,S
Ray of Frost +9 1 Action 60 Ft Instantaneous 1d8
 Notes:On hit speed is reduced by 10 Ft

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Magic Missile +9 1 Action 120 Ft Instantaneous 1d4 +1
Thunderwave +9 1 Action Self (15ft cube Instantaneous 2d8
Tasha's Caustic Brew +9 1 Action Self(30-foot line) Concentration, up to 1 minute 2d4
Tasha's Hideous Laughter +9 1 Action 30 Ft Concentration >1

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Vortex Warp +9 1 Action 90 Ft Instantaneous
Levitate +9 1 Action 60 Ft 10 Min(concentration)
Race

  • Darkvision


Class Dark knight

  • No benifits from braclets, rings,boots, helmets, or gauntlets

  • Every 1/3 health lost=+1 to AC (Resets after long rest)

  • Disadvantage on dex saving throws (cancelled out by Infiltrator Art subclass feature)

  • Heavy Gauntlets (needs DM approval)

  • Immune to poisons, poison damage, acid damage, and diseases (cannot be healed by healing spells below 5th lvl

  • +1 to AC (goes up at 9th, 13th, & 20th lvl) also applies to atks, and damage rolls (With gauntlets)(Gaunlets are magical)



Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
2 Cantrips from Warlock Spell List
2 Cantrips from Artificer Spell List
Max Excess allowed to spend on Spells-15
2 first level spells from warlock list known + 1 additional 1st level or 2nd level spell
Number of spells known are the same as the Artificer Class
Prepared spells for artificer is 5 spells that are a mix between 1st and second
You Always have Magic Missile and Thunderwave prepared due to Armorer subclass
Has Enlarge and reduce due to race
Spellcasting
Black Knight

  • All Armor, Shields

  • Simple Weapons, Martial Weapons


Artificer

  • Thieves tools, tinker's tools, Alchemist Supplies


Languages

  • Common, Dwarven



Languages & Proficiencies


™ & © 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

Infiltrator

Artificer subclass- Armorer

Subclass feature: Artificer(Armorer)   You customize your armor for subtle undertakings, It has the following features: Lightning launcher- A gemlike node appears on one of your armored fistsor on the chest( your choice). it counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300ft, and deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target. Powered Steps-Your walking speed increases by 5 feet Dampening field- You have advantage on Dexterity(stealth) checks, If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other ou, as normal

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Duergar

Ability Score Increase Your Constitution score increases by 2. Your Strength score increases by 1.
Size Medium
Speed 30ft

Superior Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.     Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.   Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.   Tool Proficiency: You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.   Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.   Duergar Magic: When you reach 3rd level you can cast the Enlarge/Reduce spell on yourself once with this trait, using only the spell’s enlarge option. You may use this trait to instead cast Invisibility on yourself. You don’t need material components for these spells. You regain the ability to cast this spell when you finish a long rest. Intelligence is your spellcasting ability for this spell.

Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.   Extra Language: You can speak, read, and write Undercommon.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

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


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