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Pippa Gearspinner in Dungeons & Dragons 5e

Pippa Gearspinner

3 Level (900/2700 XP for level-up) Guild Artisan Background Rock Gnome Race / Species / Heritage Chaotic Good Alignment
Artificer (Alchemist)
Level 3
Hit Dice: 3/3
1d8+2 Class 1

STR 8

-1

DEX 14

+2

CON 14

+2

INT 17

+3

WIS 10

+0

CHA 12

+1

24
Hit Points
+2
Initiative (DEX)
17
Armor Class (AC)
+2
Prof. Bonus
25
Speed (walk/run/fly)
12
Passive Perception
Spellcasting ...
+6 Attack mod
INT Ability
+3 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+2 Dexterity
+4 Constitution
+5 Intelligence
+0 Wisdom
+1 Charisma
saving throws
+2 Acrobatics DEX
+0 Animal Handling WIS
+5 Arcana INT
-1 Athletics STR
+1 Deception CHA
+3 History INT
+2 Insight WIS
+1 Intimidation CHA
+5 Investigation INT
skills
+0 Medicine WIS
+3 Nature INT
+2 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+3 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +4 DEX 1d4+2 piercing
Light Crossbow +4 DEX 1d8+2 piercing
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Fire Bolt
Mending

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Healing Word
Ray of Sickness
Absorb Elements
Cure Wounds
Faerie Fire
Sanctuary
Rock Gnome Traits:

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 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.

Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.

Artificer's Lore. Whenever you make an Intelligence (History) check related to magical, alchemical, or technological items, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply.


Artificer Features:

Magical Tinkering

At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

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, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Active Infusions: Enhanced Defense (+1 AC on Shield), Enhanced Arcane Focus (+1 to Spell Attack/Save DC) (alredy included)


Subclass Alchemist Features:

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.

d6 | Effect
1 Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence Modifier.

2 Swiftness. The drinker's walking speed increases by 10 feet for 1 hour.

3 Resilience. The drinker gains a +1 bonus to AC for 10 minutes.

4 Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.

5 Flight. The drinker gains a flying speed of 10 feet for 10 minutes.

6 Transformation. 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.

Features & Traits
Studded Leather Armor, Shield, Thieve's Tools, Tinker' Tools, Alchemist's Supplies, Dungeoneer's Pack

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 50, Platinum: 0 Money
Common, Gnomish, 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.

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