Remove these ads. Join the Worldbuilders Guild

Clicky Clack

16 Level (0/225000 XP for level-up) Engineer Background Thri-Kreen Race / Species / Heritage Alignment
Artificer
Level 16
Hit Dice: 16/16
1d8+4 Class 1

STR
10
+0
DEX
18
+4
CON
19
+4
INT
20
+5
WIS
13
+1
CHA
12
+1
147
Hit Points
+4
Initiative (DEX)
10
Armor Class (AC)
+5
Prof. Bonus
30
Speed (walk/run/fly)
16
Passive Perception
4 / 4
Flash of Genius
8 / 8
Spell Store
4 / 4
Magical Tinkering
+10 Expertise Bonus
+5 Proficiency Bonus
+0 Strength
+4 Dexterity
+9 Constitution
+10 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+4 Acrobatics DEX
+1 Animal Handling WIS
+10 Arcana INT
+0 Athletics STR
+1 Deception CHA
+5 History INT
+1 Insight WIS
+1 Intimidation CHA
+10 Investigation INT
skills
+1 Medicine WIS
+5 Nature INT
+6 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+5 Religion INT
+9 Sleight of Hand DEX
+4 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

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


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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

Crossbow Expert

Thanks to extensive practice with the crossbow, you gain the following benefits:

  • You ignore the loading property of crossbows with which you are proficient.
  • Being within 5 feet of of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.

 

Artificer

Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. You can find everything you need to play one of these inventors in the next few sections.
Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use alchemist's supplies to create a potent elixir, calligrapher's supplies to inscribe a sigil of power, or tinker's tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an artificer.
hit dice: 1d8 per artificer level
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st
armor proficiencies: Light Armor, Medium Armor, Shields
tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice
saving throws: Constitution, Intelligence
skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • any two simple weapons

  • a light crossbow and 20 bolts

  • (a) studded leather armor or (b) scale mail

  • thieves’ tools and a dungeoneer’s pack


spellcasting:
class features:
As an artificer, you gain the following class 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.  

Spellcasting

You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.  

Tools Required

You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools.   After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.  

Cantrips (0-Level Spells)

At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer can trips of your choice, as shown in the Cantrips Known column of the Artificer table.   When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.  

Preparing and Casting Spells

The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a lst-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.  

Spellcasting Ability

Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier   Spell attack modifier = your proficiency bonus + your Intelligence modifier  

Ritual Casting

You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Infuse Item

At 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.  

Infusions Known

When you gain this feature, pick four artificer infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.   Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.  

Infusing an Item

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. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).   Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.   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 ends, and then the new infusion applies.   If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.  

Artificer Specialist

At 3rd level, you choose the type of specialist you are. Your choice grants you features at 5th level and again at 9th and 15th level.  

The Right Tool for the Job

At 3rd level, 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.  

Ability Score Improvement

When you reach 4th level, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Tool Expertise

At 6th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.  

Flash of Genius

At 7th level, you've gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.   You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.  

Magic Item Adept

When you reach 10th level, you achieve a profound understanding of how to use and make magic items:   You can attune to up to four magic items at once. If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.  

Spell-Storing Item

At 11th level, you can now store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a lst- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared).   While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.  

Magic Item Savant

At 14th level, your skill with magic items deepens more:   You can attune to up to five magic items at once. You ignore all class, race, spell and level requirements on attuning to or using a magic item.  

Magic Item Master

Starting at 18th level, you can attune up to six magic items at once.  

Soul of Artifice

At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:  
  • You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
  • If you're reduced to 0 hit points but not killed out-right, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.
subclass options:
LevelProficiency BonusFeaturesInfusions KnownInfused ItemsCantrips Known1st2nd3rd4th5th
1st+2Magical Tinkering, Spellcasting--22----
2nd+2Infuse Item4222----
3rd+2Artificer Specialist, The Right Tool for the Job4223----
4th+2Ability Score Improvement4223----
5th+3Artificer Specialist feature42242---
6th+3Tool Expertise63242---
7th+3Flash of Genius63243---
8th+3Ability Score Improvement63243---
9th+4Artificer Specialist feature632432--
10th+4Magic Item Adept843432--
11th+4Spell-Storing Item843433--
12th+4Ability Score Improvement843433--
13th+5-8434331-
14th+5Magic Item Savant10544331-
15th+5Artificer Specialist feature10544332-
16th+5Ability Score Improvement10544332-
17th+6-105443331
18th+6Magic Item Master126443331
19th+6Ability Score Improvement126443332
20th+6Soul of Artifice126443332

Tasha's Cauldron of Everything

Artificer (Armorer)

An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer's magic, unleash potent attacks, and generate a formidable defense.
The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.

Artificer Level Features
3rd Tool Proficiency, Armorer Spells, Arcane Armor, Armor Model
5th Extra Attack, Armorer Spells
9th Armor Modifications, Armorer Spells
13th Armorer Spells
15th Perfected Armor
17th Armorer Spells
hit dice: 1d8 per level
hit points at 1st level: 1d8 + Constitution modifier
hit points at higher levels: 1d8 + Constitution modifier per level
armor proficiencies: Heavy Armor
weapon proficiencies: No additional weapon proficiencies.
tools: This subclass gains proficiency with the either the smith's tools or another type of artisan's tools at 3rd level (see Tool Proficiency feature).
saving throws: No additional saving throw proficiencies.
skills: No additional skill proficiencies.
starting equipment:
No additional equipment.
spellcasting:
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Artillerist Level Spell
3rd Magic Missile, Thunderwave
5th Mirror Image, Shatter
9th Hypnotic Pattern, Lightning Bolt
13th Fire Shield, Greater Invisibility
17th Passwall, Wall of Force
class features:
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Arcane Armor
Beginning at 3rd level, your metallurgical pursuits have led you to making armor a conduit for your magic. As an action, you can turn a suit of armor you're wearing into Arcane Armor, provided you have smith's tools in hand. You gain the following benefits while wearing this armor:
  • If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
  • You can use the arcane armor as a spellcasting focus for your artificer spells
  • 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 body part it is replacing.
The armor continues to be Arcane armor until you don another suit of armor or you die.

Armor Model
Beginning at 3rd level, you can customize your Arcane Armor. When you do so, choose one of the following 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
You can change the armor's model whenever you finish a short or long rest, provided you have the smith's tools in hand.
  Guardian: You design your armor to be in the front line of conflict. It has the following features
  • Thunder Gauntlets: Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it and it deals 1d8 Thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting a pulse when the creature attacks someone else.
  • Defensive Field: As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you can regain all expended uses when you finish a long rest.

Infiltrator: You customize your armor for subtle undertakings. It has the following features:
  • Lightning Launcher: A gemlike node appears on one of your armored fists on the chest (your choice). It counts as a simple ranged weapon with a normal range of 90 feet and a long range of 300 feet, and it 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 Stealth checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other as normal.


Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

 
Armor Modifications
At 9th level, you can learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purpose of your infuse items feature: armor (the chest piece), boots, helmet ad the armor's special weapon. Each of those items bear one of your infusions, and the infusions transfer over if your change your armor's model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.

Perfected Armor
At 15th level, your Arcane Armor gains additional benefits based on its model as shown below:
  • Guardian: When a huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force the creature to make a Strength saving throw against your spell save DC, pulling the creature up to 30 feet toward you to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee attack against it as part of this reaction. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest
  • Infiltrator: Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 Lightning damage.
subclass options:
This is one of the subclasses available to Artificers.

Izzet Engineer

Armed with an inventive intellect, a love of magical technology, and an unquenchable energy, you are an enthusiastic participant in the research work of the lzzet League. Though you're likely to begin your career as a mere attendant, you can aspire to become a skilled mage or alchemist, a laboratory supervisor, or even a flamethrower-wielding scorchbringer tasked with defending lzzet laboratories. The Izzet are obsessive, brilliant, inspired, and an unpredictable force of chaos in Ravnica, and you epitomize all of those qualities.

Skill Proficiencies Arcana, Investigation
Tool Proficiencies One type of artisan's tools
Languages Choose one of Draconic, Goblin, or Vedalken
Equipment An Izzet insignia, one set of artisan's tools, the charred and twisted remains of a failed experiment, a hammer, a block and tackle, a set of common clothes, and a belt pouch containing 5 gp (Azorius 1-zino coins).

Features

URBAN INFRASTRUCTURE The popular conception of the Izzet League is based on mad inventions, dangerous experiments, and explosive blasts. Much of that perception is accurate, but the league is also involved with mundane tasks of construction and architecture - primarily in crafting the infrastructure that allows Ravnicans to enjoy running water, levitating platforms, and other magical and technological wonders. You have a basic knowledge of the structure of buildings, including the stuff behind the walls. You can also find blueprints of a specific building in order to learn the details of its construction. Such blueprints might provide knowledge of entry points, structural weaknesses, or secret spaces. Your access to such information isn't unlimited. If obtaining or using the information gets you in trouble with the law, the guild can't shield you from the repercussions.   IZZET GUILD SPELLS Prerequisite: Spellcasting or Pact Magic class feature For you, the spells on the lzzet Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)

Spell Level Spells
Cantrip produce flame, shocking grasp
1st chaos bolt, create or destroy water, unseen servant
2st heat metal, rope trick
3st call lightning, elemental weapon, glyph of warding
4st conjure minor elementals, divination, Otiluke's resilient sphere
5st animate objects, conjure elemental
Rank and Renown
Renown within the lzzet League brings with it more responsibility in your chosen field of study, as well as an increasing ability to choose the activities that interest you. This greater responsibility and independence is reflected in a progression of ranks, from that of a mere attendant to a coveted position on the Izmagnus.   RANK l: RESEARCHER Prerequisite: Renown 3 or higher in the lzzet League, Spellcasting or Pact Magic class feature
When you have advanced the guild's interests and survived a few magical experiments, you graduate into a position where you can conduct experiments yourself. Only a spell caster can craft and operate the laboratory equipment involved in lzzet experiments. As a researcher, you can request equipment for use in your experiments and during adventures. You can secure the aid of 1d4 barely competent attendants to assist you. Your attendants use the commoner statblock in the Monster Manual. When you achieve this rank, you can help create your own mizzium apparatus (described in chapter 5). To do so, you must spend 10 days of downtime in an Izzet workshop, assisting a more experienced researcher in the construction of the device. The apparatus is given to you at the end of this time. If your apparatus is lost or destroyed, you can create a replacement by spending 50 gp and another 10 days of downtime.   SCORCHBRINGER (SPECIAL ROLE) Prerequisite: Renown 3 or high er in the Izzet League
Scorchbringers are soldiers assigned to protect lzzet laboratories. As a scorchbringer, you are given a pyroconverger (described in chapter 5) and are expected to use it in the defense of Izzet property. If your pyroconverger is lost or destroyed, you can get a replacement for 50 gp.   RANK 2: SUPERVISOR Prerequisite: Renown 10 or higher in the Izzet League
Whether you're an accomplished researcher, a committed soldier, or even a dedicated (and skilled) attendant, you are eligible for promotion to a supervisor position. As a supervisor, you oversee your former peers. Your role is primarily to translate the instructions of the director above you into concrete tasks that the people who report to you can accomplish. If your director sends you on a mission outside the laboratory, you receive an Izzet charm (described in chapter 5) at the start of the mission. As a supervisor, you earn a salary sufficient to maintain a modest lifestyle.   INDEPENDENT RESEARCHER (SPECIAL ROLE) Prerequisite: Rank 1 and renown 10 or higher in the Izzet League, Spellcasting or Pact Magic class feature
Not every researcher chooses to advance through the ranks of management to become a supervisor. As an independent researcher, you can use the resources of your laboratory to conduct any kind of experiment. Assisting you in your research are 2d6 competent attendants (use the commoner stat block in the Monster Manual, and give them proficiency in the Arcana skill). In addition, you can create your own Izzet charm (described in chapter 5), given 5 days of work and access to your laboratory. When you do so, any other charms you have created vanish.   RANK 3: DIRECTOR Prerequisite: Renown 25 or higher in the Izzet League
You oversee a laboratory and all its personnel. In addition, as a director, you are eligible to join the Izmundi, the Izzet board of directors, as a representative of your laboratory. You must have the approval of Niv-Mizzet, and a position on this board usually becomes available only if a vacancy opens up. If you assemble your own laboratory, you can be added to the board as an additional member. It's up to the Izmundi to assemble the correct team to carry out the guildmaster's directives. The Izmundi decides which laboratory should have primary responsibility for any given project, and the director of that laboratory is responsible for assigning people to the team. Within the bounds of Niv-Mizzet's directives, you have wide latitude in directing the activities of your laboratory. That means you can steer the researchers of your laboratory toward the creation of particular items or effects. Between adventures, you can maintain yourself at a comfortable lifestyle as a member of the Izmundi.   RANK 4: ADVISOR Prerequisite: Rank 3 and renown 50 or higher in the Izzet League
As one of the most famous members of the guild, you are eligible to join the ranks of the Izmagnus. The decision to include you on this board is solely Niv -Mizzet's. The number of members on the board isn't fixed, so you don't need to wait for a vacancy. As a member of the Izmagnus, you have the ear of the dragon guild master. You can never be fully aware of the scope of his plans, but you know more about them than anyone aside from the other members of the board. The guildmaster listens to your opinion, even though you're not an ancient dragon with thousands of years of accumulated knowledge and wisdom. Ultimately, Niv-Mizzet tells you what to do - and you (along with your peers) tell the rest of the guild how to do it. As a member of the Izmagnus, you can maintain yourself at a wealthy lifestyle between adventures.

Suggested Characteristics

Alignment: Usually chaotic, often neutral
Suggested Races: Human, goblin, vedalken
Suggested Classes: Fighter, sorcerer, wizard
  You might enjoy playing a character who belongs to the Izzet League for any of the following reasons:
• You like to make things happen and don't care about the consequences.
• You're drawn to wild magic and dangerous explosions.
• You want to be an innovative genius.
• You relish the madcap high jinks of goblins.

Traits

d8Personality Traits
1I have a hard time staying focused on ... oh, and my brain tends to jump from one ... did I mention focus?
2I 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!
3It's not magic -or anything, really -if you do it only halfway. Whatever I do, I give it all I've got.
4I do what my gut tells me.
5Life's an experiment, and I can't wait to see what happens.
6I pepper my speech with the incomprehensible jargon of my trade, like mizzium droplets inserted into a weird-field suspension.
7Great ideas are fine, but great results are what counts.
8If you can guess what I'm about to do, that means I've run out of imagination.

Ideal

d6Ideals
1Guild. My guild is all that really matters. (Any)
2Creativity. Half the world's troubles come from stodgy thinking, stuck in the past. We need innovative solutions. (Chaotic)
3Discovery. Every experiment has the potential to reveal more secrets of the multiverse. (Any)
4Science. A rigorous application of logical principles and protocols will lead us toward progress more surely than any belief system. (Lawful)
5Fun. I love my job! Despite the dangerous working conditions, there's nothing I'd rather do. (Chaotic)
6Power. Some day I'll find or create the magic that will make me the most powerful being in Ravnica. (Evil)

Bond

d6Bond
1I have dedicated my life to finding a solution to a scientific problem.
2I'll never forget the laboratory where I learned my skills, or the other attendants who learned alongside me.
3I'm convinced it was sabotage that destroyed my first laboratory and killed many of my friends, and I seek revenge against whoever did it.
4I have the schematics for an invention that I hope to build one day, once I have the necessary resources.
5A fellow student and I are racing to solve the same scientific puzzle.
6I would do anything the guildmaster told me to do

Flaw

d6Flaws
1If there's a plan, I'll probably forget it. If I don't forget it, I'll probably ignore it.
2I get bored easily, and if nothing is happening I'll make something happen.
3Nothing is ever simple, and if it seems simple, I'll find a way to make it complicated.
4I tend to ignore sleep for days when I'm conducting research, often at the expense of my own health and safety.
5I'm convinced there's not a soul in Ravnica, except maybe the great Niv-Mizzet, who can match my boundless intellect.
6I'm incapable of admitting a flaw in my logic.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

AAG

Thri-Kreen

Thri-kreen have insectile features and two pairs of arms. Their bodies are encased in protective chitin. They can alter the coloration of this carapace to blend in with their natural surroundings.   Although thri-kreen don't sleep, they do require periods of inactivity to revitalize themselves. During these periods, they are fully aware of what's happening around them.   Thri-kreen speak by clacking their mandibles and waving their antennae, indicating to other thri-kreen what they are thinking and feeling. Other creatures find this method of communication difficult to interpret and impossible to duplicate. To interact with other folk, thri-kreen rely on a form of telepathy.
ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1
age:
Size: Small
speed: 30 ft
Languages: You can speak, read, and write Common and one other language of your choice.
race features:
Creature Type. You are a Monstrosity.   Size. You are Medium or Small. You choose the size when you select this race.   Chameleon Carapace. While you aren't wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier.
As an action, you can change the color of your carapace to match the color and texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings.   Darkvision. You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.   Secondary Arms. You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.   Sleepless. You do not require sleep and can remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.   Thri-kreen Telepathy. Without the assistance of magic, you can't speak the non-thri-kreen languages you know. Instead you use telepathy to convey your thoughts. You have the magical ability to transmit your thoughts mentally to willing creatures within 120 feet of yourself. A contacted creature doesn't need to share a language with you to understand your thoughts, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required).

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

Glitch-.

Statblock Type

Character Sheet (latest)

Link/Embed