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Ash Anstara Lerius Whit

7 Level (0/34000 XP for level-up) noble Background teifling Bloodline of Mammon Race / Species / Heritage chaotic good Alignment
artificer Gunsmith
Level 7
Hit Dice: 7/7
1d8+1 Class 1

STR
10
+0
DEX
15
+2
CON
12
+1
INT
18
+4
WIS
8
-1
CHA
15
+2
51
Hit Points
+2
Initiative (DEX)
14
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
Spellcasting ...
+7 Attack mod
INT Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+2 Dexterity
+4 Constitution
+7 Intelligence
-1 Wisdom
+2 Charisma
saving throws
+2 Acrobatics DEX
-1 Animal Handling WIS
+7 Arcana INT
+0 Athletics STR
+2 Deception CHA
+7 History INT
-1 Insight WIS
+2 Intimidation CHA
+4 Investigation INT
skills
-1 Medicine WIS
+4 Nature INT
+2 Perception WIS
+2 Performance CHA
+5 Persuasion CHA
+4 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
-1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
war magi (custom built magic +2 rifle) +11 INT 1d10+8 piercing
 2 handed, firearm
Attacks

Spell Book

Piercer
Once per turn, when you hit a creature with an attack that deals piercing damage, you can re-roll one of the attack’s damage dice, and you must use the new roll.
When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.

Features & Traits
thieves tools, backpack, 10 torches, a tinderbox, 10 days of rations, and a waterskin. 2 alfin grapes (sell for wine)

15 arctic rounds (1d10percing+1d12ice) dc 15 dex or become restrained
14 dragon rounds (1d10 percing+2d12 fire) dc 15 fire
15 caustic rounds (1d10percing+1d12+1d6) dc 15 poison cloud 15 feet (1d4 poison)

Equipment Copper: 0, Silver: 5, Electrum: 0, Gold: 3170, Platinum: 292 Money
rifle mods:
Range Scope
You do not get disadvantage for attacking at long range. In addition, you can use your bonus action to aim the firearm, giving you advantage on the next ranged weapon attack roll made with this weapon on the current turn. You can only use this bonus action if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Charge Chamber
As an action, you can begin to charge up arcane energy within a special charging chamber in the firearm. On your next turn, you can then use your action to fire an intense beam of concentrated energy at a target within 60 feet of you that you can see. Make a ranged attack roll against the target, dealing 6d6 force damage on a hit. After firing the energy beam, you must wait 1 minute for the chamber to cool before you can charge up another beam. If you do not fire the energy beam on the turn after you charge it up, the beam is wasted and you take 2d6 fire damage, although you may charge it up again afterwards as an action.

Static Discharge
You can make a melee weapon attack with the firearm, which can be made using Strength or Dexterity. On a hit, the weapon deals 2d4 lightning damage, and if the target is a creature, it must succeed on a DC 12 Constitution saving throw or become stunned until the start of your next turn.

Elemental Receiver
When you apply this modification to a firearm, choose one of the following damage types; acid, cold, fire, lightning, or thunder. Damage dealt by the firearm is of the chosen damage type in addition to its other damage types. A firearm may receive this modification any number of times.



infusion:
Repeating Shot
This magic weapon grants a + 1 ignores the loading property if it has it. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

Resistant Armor
when you infuse the item a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.


Spell-Refueling Ring
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.
Spellcasting
Languages: common, Infernal, gnomish
tools: Thieves’ tools, tinker’s tools, smiting tools, leather maker's tools.
weapons: simple weapons, firearms

Languages & Proficiencies


™ & © 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

Staff of the Magi

Rod

Varies Requires Attunement

Requires Attunement by a Sorcerer, Warlock, or Wizard   This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to Attack and Damage Rolls made with it. While you hold it, you gain a +2 bonus to spell Attack rolls.   The staff has 50 Charges for the following Properties. It regains 1d6 + 1 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 Charges.  
  • Spell Absorption: While holding the staff, you have advantage on Saving Throws against Spells. In addition, you can use your Reaction when another creature casts a spell that Targets only you. If you do, the staff absorbs the magic of the spell, canceling its Effect and gaining a number of Charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of Charges above 50, the staff explodes as if you activated its retributive strike (see below).
  • Spells: While holding the staff, you can use an action to expend some of its Charges to cast one of the following Spells from it, using your spell save DC and Spellcasting ability: Conjure Elemental (7 charges), Dispel Magic (3 charges), Fireball (7th-level version, 7 charges), flaming Sphere (2 charges), Ice Storm (4 charges), Invisibility (2 charges), knock (2 charges), Lightning Bolt (7th-level version, 7 charges), Passwall (5 charges), Plane Shift (7 charges), Telekinesis (5 charges), Wall of Fire (4 charges), or web (2 charges).
  • Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius Sphere centered on it.
  • You have a 50 percent chance to instantly Travel to a random plane of existence, avoiding the explosion. If you fail to avoid the Effect, you take force damage equal to 16 x the number of Charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of Origin, as shown in the following table. On a successful save, a creature takes half as much damage.
  • Distance from Origin — Damage:10 ft. away or closer — 8 x the number of Charges in the staff11 to 20 ft. away — 6 x the number of Charges in the staff21 to 30 ft. away — 4 x the number of Charges in the staff


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

PHB: P. 255

Light

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, M
Materials: a firefly or phosphorescent moss
Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Available for: Artificer, Bard, Cleric, Sorcerer, Wizard

Level 1 Spells

Hunter's Mark

1-level Divination

Casting Time: 1 bonus action
Range/Area: 90ft.
Components: V
Duration: Concentration, Concentration, Up to 1 hour
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Available for: Ranger

Hail of Thorns

1-level Conjuration

Casting Time: 1 bonus action
Range/Area: Self
Components: V
Duration: Concentration, Concentration, Up to 1 minute
The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
At higher levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).
Available for: Ranger

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Available for: Bard, Cleric, Druid, Paladin, Ranger

Player's Handbook

Tenser's Floating Disk

1-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 Action
Range/Area: 30ft
Components: Verbal, Somatic, Material
Materials: A drop of Mercury
Duration: 1 Hour
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
    The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
  If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.
Available for: Wizard

Disguise Self

1-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 1 hour
You make yourself - including your clothing, armor, weapons, and other belongings on your person - look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Available for: Bard, Sorcerer, Wizard

PHB pg. 252

Identify

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 Minute
Range/Area: Touch
Components: V, S, M
Materials: A pearl worth at least 100 gp and an owl feather
Duration: Instantaneous
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued, You are able to see the spell ware that makes up the enchantment or spell. You may then attempt to learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You may attempt to learn whether any spells are affecting the item and what they are. If the item was created by a spell, you may attempt to learn which spell created. If you instead touch a creature throughout the casting you may attempt to learn what spells, if any, are currently affecting it.
Available for: Bard, Wizard

Level 2 Spells

Divination Magic

Locate Object

2-level Divination

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: A forked twig
Duration: Concentration, Concentration, up to 10 minutes
Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.   The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.   This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
Available for: Bard, Cleric, Druid, Paladin, Ranger, Wizard

Lesser Restoration

2-level Abjuration

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)

PHB: P. 254

Invisibility

2-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: an eyelash encased in gum arabic
Duration: Concentration, Concentration, up to 1 hour
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

Vortex Warp

2-level Conjuration

Casting Time: 1 action
Range/Area: 90 feet
Components: V, S
Materials: N/A
Duration: Instantaneous
You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.
Available for: Artificer, Sorcerer, Wizard

Strixhaven

Kinetic Jaunt

2-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: S
Duration: Concentration, 1 minute
You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.
  • Your walking speed increases by 10 feet.
  • You don’t provoke opportunity attacks.
  • You can move through the space of another creature, and it doesn’t count as difficult terrain. If you end your turn in another creature’s space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.

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