Remove these ads. Join the Worldbuilders Guild

Nilus Galanis

6 Level (0/23000 XP for level-up) Archaeologist Background Fairy Race / Species / Heritage Neutral Alignment
Artificer Maverick
Level 6
Hit Dice: 6/6
1d8+0 Class 1

STR
7
-2
DEX
13
+1
CON
10
+0
INT
20
+5
WIS
16
+3
CHA
11
+0
35
Hit Points
+1
Initiative (DEX)
13
Armor Class (AC)
+3
Prof. Bonus
30 Walk/30 Fly
Speed (walk/run/fly)
13
Passive Perception
1 / 1
Switch Catrip
5 / 5
Magical Tinkering
0 / 3
Luck Points
2 / 3
Mage Sight
4 / 4
Mind Sharpener
20 / 20
Bolts
Spellcasting ...
+8 Attack mod
INT Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-2 Strength
+1 Dexterity
+3 Constitution
+8 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+1 Acrobatics DEX
+3 Animal Handling WIS
+8 Arcana INT
-2 Athletics STR
+0 Deception CHA
+8 History INT
+3 Insight WIS
+0 Intimidation CHA
+8 Investigation INT
skills
+3 Medicine WIS
+5 Nature INT
+3 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+5 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +4 DEX 1d4+1 Piercing
 Finesse, Light, Thrown
Light Hammer +1 STR 1d4-2 Bludgeoning
 Light, Thrown
Crossbow, light +1 STR 1d8-2 Piercing
 Ammunition, Loading, Range, Two-Handed
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Druidcraft 1 Action 30ft Instantaneous VS
 Notes:Fairy Magic
Guidance 1 Action Touch Concentration, up to 1 minute VS
 Notes:Artificer. 1d4 to ability check of the target's choice.
Mending 1 minute Touch Instantaneous VSM
 Notes:Artificer
Acid Splash 1 Acton 60ft Instantaneous 2d6 Acid VS
 Notes:DC 17 DEX Save. Up to two targets within 5ft of each other. Artificer
Spare The Dying 1 Action Touch Instantaneous VS
 Notes:Instantly stabilize a dying creature. No effect on undead or constructs. Artificer
Word of Radiance 1 Action 5ft Instantaneous 2d6 Radiant VM
 Notes:DC 17 CON Save. Each creature of my choice that I can see within range affected. Arcane Breakthrough.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Faerie Fire 1 Action 60ft/20ft cube Concentration, up to 1 minute V
 Notes:DC 16 DEX save. Fairy Magic.
Detect Magic 1 Action Self/20ft sphere Concentration, up to 10 minutes VS
 Notes:Mage Sight
Catapult 1 Action 60ft/90ft Instantaneous 3d8 Bluedgeoning S
 Notes:DC 16 DEX save. Artificer
Cure Wounds 1 Action Touch Instantaneous 2d8 VS
 Notes:Does not affect undead or constructs. Artificer
Identify 1 Minute Touch Instantaneous VSM (a pearl worth 100gp)
 Notes:Ritual. Artificer
Shield 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Self 1 round VS
 Notes:+5 boost to AC for one round. Take no damage fro mmagic missile. Arcane Breakthrough

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Enlarge Reduce 1 Action 30ft Concentration, up to 1 minute VSM
 Notes:DC 16 CON save. Fairy Magic.
Alter Self 1 Action Self Concentration, up to 1 hour VS
 Notes:Artificer.
Enhance Ability 1 Action Touch Concentration, up to 1 hour VSM
 Notes:Artificer.
Invisibility 1 Action Touch Concentration, up to 1 hour VSM
 Notes:Artificer.
Silence 1 Action 120ft/20 ft sphere Concentration, up to 10 minutes VS
 Notes:Ritual. Arcane Breakthrough.
Magically Tinkered Items: None
Crafting Die: d8
Infusions Known: Homunculus Servant, Replicate Magic Item: Bag of Holding (replacing w/ Eyes of the Eagle), Replicate Magic Item: Drift Globe Enhanced Defence, Enhanced Arcane Focus, Spell Refueling Ring, Mind Sharpener, Boots of the Winding Path

Tool Expertise
Expertise on rolls that utilize tools you are proficient with.

The Right Tool for the Job
At 3rd level, you learn how to produce exactly the tool you need: with thieves’ tools or artisan’s tools, 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.

Spell-Storing Item
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 1st 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 your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.

Features & Traits
Attuned (1/3)
Psi Crystal (Int 16+)

Equiped (Weapons and Armor)
Light Crossbow
Dagger
Light Hammer
Studded Leather Armor (Enhanced Defense = 13AC)
Shield

Equiped (Magic Items)
Elemental Gem (Blue Sapphire)
Drift Globe
Potion of Healing
Elixer - Flight
Elixer - Boldness
The Fez

Equiped (Misc)
Cold Weather Clothes

Expanded Bag of Holding (488.5lbs/700lbs)
Magic Items
Orb of Time
Everbright Lantern

Tools
Alchemist's Supplies
Crowbar
Hammer
Mason's Tools
Pick, Miner's
Shovel
Thieves' Tools

Supplies
Clothes, Traveler's
Lantern, Bullseye
Pitons (10)
Rations (11 days)
Rope, Hempen (50ft)
Shotload of Books and Scrolls
Tent, Two Person
Torch
Waterskin

Materials
Gerald's Hide
Giant Lizard Hide
Multicolored Giant Feather (14)
Owlbear Feather (4)

Caldwell's Possessions
Large Square Pillow
Large Owl Plushie

Equipment Copper: 136, Silver: 116, Electrum: 0, Gold: 879, Platinum: 1 Money
Cantrips known: 5
Prepared Spells: 6
Spellcasting Focus: Any tool or infused item.
AB Slots: 1st and 2nd level.
Arcane Breakthrough Lists: Wizard, Cleric

Cantrip Specialist: +1 Cantrip
When you finish a short rest (instead of 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 or your Breakthrough spell list. This cantrip is considered an artificer cantrip for you.
Spellcasting
Languages
Sylvan, Common, Elvish, Telepathy (120ft)

Tools
Alchemist's Supplies, Cartographer's Tools, Mason's Tools, Thieves' Tools, Tinker's Tools

Languages & Proficiencies
I love a good puzzle or mystery.
I’m a pack rat who never throws anything away.
I’m happier in a dusty old tomb than I am in the centers of civilization.

Personality Traits
Preservation. That artifact belongs in a museum.

Ideals
Ever since I was a child, Ive heard stories about a lost city. I aim to find it, learn its secrets, and earn my place in the history books.

Bonds
I have a secret fear of skeletons. When given the choice of going left or right, I always go left. When Im not exploring dungeons or ruins, I get jittery and impatient.

Flaws
Creature type: Fey
Size: Small
Can't fly while wearing medium or heavy armor
-
Active Infusions
----------------
Homunculus Servant (Caldwell) [yellow sapphire]
Replicate Magic Item: Drift Globe
Enhanced Defense (+1 AC) [studded leather]
Mind Sharpener [Fez]

Notes


™ & © 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

DnD 5e DMG

Driftglobe

Wondrous Item

Uncommon

This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn.   You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.


The statblocks of your class features

Boots of Winding Path

6th level Artificer. Item: A pair of boots (requires attunement)

While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.

Homunculous Servant

Item: A gem or crystal worth at least 100gp

You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature’s heart, around which the creature’s body instantly forms. You determine the homunculus’s appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.   The homunculus is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.   In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.   The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.

Enhanced Defense

Item: A suit of armor or a shield

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 Arcane Focus

Item: A rod, staff, or wand (requires attunement)

While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack. The bonus increases to +2 when you reach 10th level in this class.

Spell Refueling Ring

6th level Artificer. Item: A ring (requires attunement)

While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can’t be used again until the next dawn.

Mind Sharpener

Item: A suit of armor or robes

The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item’s charges to succeed instead. The item regains 1d4 expended charges daily at dawn.

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
weapon proficiencies: Simple Weapons
tools: Thieves' tools, tinker's tools, one type of artisan's tools of your choice
saving throws: Consitution, 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 of your choice

  • a light crossbow and 20 bolts

  • your choice of studded leather armor or scale mail

  • thieves’ tools and a dungeoneer’s pack


spellcasting:

LEVEL 1: 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 chapter 5, “Equipment,” 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 three cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips 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.
Spell Slots. The Artificer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a Long Rest.
Prepared Spells of 1st+ Level. You prepare the list of spells of 1st level and higher that are available for you to cast with this feature. To start, choose four 1st-level spells from the Artificer spell list.
The number of spells on your list also increases as you gain Artificer levels, as shown in the Prepared Spells column of the Artificer table. Whenever that number increases, choose additional spells from your Artificer spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a 3rd-level Artificer, your list of prepared spells can include six spells of 1st or 2nd level, in any combination.
If another Artificer feature gives spells that you always have prepared, those spells don’t count against the number of spells on the list you prepare with this Spellcasting feature, but those spells otherwise follow the rules in this feature.
Changing Your Prepared Spells. Whenever you gain a Artificer level, you can replace one spell on your list with another spell for which you have spell slots and that is on your Bard spell list.
Spellcasting Ability. Intelligence is your Spellcasting Ability for your Artificer spells.
class features:

LEVEL 1: Magical Tinkering

At 1st level, you learn 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.  

LEVEL 1: Magical Crafting

You are skilled in the art of crafting magical items. Starting at level 1 you can add a d6 to any roll made during the crafting process of a magical item. You Crafting Die changes when you reach certain Artificer levels, as shown in the Crafting Die column of the Artificer table. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.  

LEVEL 2: Infusions

At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.   Infusions Known
When you gain this feature, pick six artificer infusions to learn, choosing from the “Artificer Infusions” section at the end of the class’s description. 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 non-magical 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 “Attunement” in chapter 7 of the Dungeon Master’s Guide). Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.   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.   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.  

LEVEL 2: Tool Expertise

Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.  

LEVEL 3: Artificer Subclass

Artificers pursue many disciplines. Here are specialist options you can choose from at 3rd level.  

LEVEL 3: The Right Tool for the Job

At 3rd level, you learn how to produce exactly the tool you need: with thieves’ tools or artisan’s tools, 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.  

LEVEL 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. As shown on the Artificer table, you gain this feature again at levels 8, 12, 16, and 19.

LEVEL 5: Spell-Storing Item

At 5th level, you learn how to 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 1st 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 your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.  

LEVEL 7: Flash of Genius

Starting at 7th level, you gain 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.  

LEVEL 9: 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 roll a 1 on your Crafting Die you may reroll the die.

LEVEL 11: Spell-Storing Item

At 11th level you can now store up to 2nd level spells in an object. You can also store spells into up to two objects.  

LEVEL 13: 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.  

LEVEL: 17: Magic Item Master

Starting at 17th level, you can attune to up to six magic items at once.
Once per long rest you can reroll a 1 on any crafting d20 test.  

LEVEL 18: Spell Storing Item

You can now store spells up to 3rd level.  

LEVEL 20: 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:
LeveProf. BonusCleass FeaturesCrafting DieInfusions KnownInfused ItemsCantrips KnownPrepared Spells1st2nd3rd4th5th
1+2Magical Tinkering, Magical Crafting, Spellcastingd663322----
2+2Infusions, Tool Expertised663332----
3+2Subclass Feature, The Right Tool for the Jobd663343----
4+2Ability Score Improvementd663453----
5+3Spell-storing Itemd8634642---
6+3Subclass Featured8844642---
7+3Flash of Geniusd8844743---
8+3Ability Score Improvementd8844743---
9+4Magic Item Adeptd88449432--
10+4Subclass Featured1010559432--
11+4Spell-Storing Itemd10105510433--
12+4Ability Score Improvementd10105510433--
13+5Magic Item Savantd101055114331-
14+5Subclass Featured101265114331-
15+5-d121265124332-
16+5Ability Score Improvementd121265124332-
17+6Magic Item Masterd1212651443331
18+6Spell-Storing Itemd1214751443331
19+6Ability Score Improvementd1214751543332
20+6Soul of Artificed1214751543332

Statblocks for your familiars, mounts etc.

Party Snacks

Large to Large beast, horse, chaotic criminal
Armor Class: 10
Hit Points: 13
Speed: 60 ft

STR

16 +3

DEX

10 +0

CON

12 +1

INT

5 -3

WIS

11 +0

CHA

7 -2

Senses: Passive Perception 10

Teleport (2/day) We're not sure how he can teleport. Or how far. But the horse can teleport.

Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Party Snacks was a horse. He's still a horse. Maybe. Mostly a gremlin. He has plant hair.

Statblocks for race/species of the character.

Lucky

You have inexplicable luck that seems to kick in at just the right moment.   You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.   You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours.   If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.   You regain your expended luck points when you finish a long rest.

Mage Sight

After being exposed to the incredible magic of multiple leylines, you have been bestowed unexpected power. You know the spell Detect Magic and can cast it, at will and without components, a number of times equal to your proficiency per long rest.

Statblocks for companions, followers and other allies.

Caldwell

Tiny Homunculus, Assistant, Any

Armor Class 13
Hit Points 12
Speed: 20 ft Fly: 30 ft

STR

4
( -3 )

DEX

14
( +2 )

CON

12
( +1 )

INT

10
( +0 )

WIS

9
( -1 )

CHA

7
( -2 )

Saving Throws DEX +4
Skills Stealth +4, Perception +4
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 14

Description

A small grey-brown gargoyle-like construct made of stone. He's been dressed in a well worn vest and scarf. A yellow sapphire fills the cavity of his head and can be seen through his eyes. He does not speak himself.


Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.   Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus's skill and saving throw bonuses (above) and the bonuses to hit and damage of its attack (below).

Actions

Force Strike. Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. Hit: 1d4 + 2 force damage.

Reactions

Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.

Statblocks for your spells.

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


Created by

AvianFae.

Statblock Type

Character Sheet (latest)

Link/Embed