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Lanolin Hepburn
Level 6 (0/23000 XP for level-up)
Background Anthropologist
Size Medium
Species Tiefling (Cthonic)
Artificer
Subclass Battle Smith
Level 6
Hit dice 6/6
1d8+2

STR 10
+0
STR save: +0
DEX 14
+2
DEX save: +2
CON 15
+2
CON save: +5
INT 20
+5
INT save: +8
WIS 13
+1
WIS save: +1
CHA 7
-2
CHA save: -2

Initiative (DEX)
+2
Speed
30
Passive Perception
11
Heroic Inspiration
Armor Class (AC)
14
Studded Leather Armor
Hit Points
45 / 45
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+8
Ability
INT
Abi Mod
+5
Save DC
16
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Double-Barrel Shotgun +9 INT 2d6+6 piercing
  Properties: Ammuniton (range 10/30), reload (2), scatter (2d8), two-handed Push
Revolver +5 DEX 2d6+2 piercing
  Properties: Ammunition (60/240), reload (6) Sap
Feathered Edge +3 STR 1d8 Slashing
  Properties: Light, versatile (1d10), thrown (range 20/60).
Glacial Rifle +8 INT 2d10+5 piercing/cold
  Properties: Ammunition (range 120/480), Loud (1000), Reload (5), Two-Handed Sap
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Studded Leather Armor 14
Skills
P/E Bonus Skill Abi
+2 Acrobatics DEX
+1 Animal Handling WIS
+8 Arcana INT
+0 Athletics STR
-2 Deception CHA
+5 History INT
+4 Insight WIS
-2 Intimidation CHA
+5 Investigation INT
+4 Medicine WIS
+5 Nature INT
+1 Perception WIS
-2 Performance CHA
-2 Persuasion CHA
+8 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+1 Survival WIS

+6 Expertise Bonus
+3 Proficiency Bonus
Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Chill Touch
+8
Action Touch Instantaneous 2d10 V, S
 Notes:   SPECIES: Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 2d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn.
Mending
+8
1 minute Touch Instantaneous V, S, M (two lodestones)
 Notes:   CLASS: This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item, but it can’t restore magic to such an object.
Hellfire
+8
Action 120 feet Instantaneous 4d4 V, S
 Notes:   CLASS: You create an eruption of smoldering hellfire around a creature you can see within range. The target must succeed on a Charisma saving throw or take 2d4 fire damage plus 2d4 necrotic damage.
Water Whip
+8
Action 60 feet Instantaneous 2d6 V, S
 Notes:   CLASS: Choose a source of water that you can see within range that has a volume of at least 4 pints. Make a melee spell attack against a creature within 30 feet of the source of water. On a hit, the target takes 2d6 slashing damage and, if the creature is Large or smaller, you can force it to make a Strength saving throw, pulling it up to 15 feet towards the source of water on a failure.
Void Light
+8
Action 120 feet Instantaneous 2d8 V, S
 Notes:   MAGIC INITIATE: For the briefest possible instant, you open a portal into the Void, revealing the hideous lights beyond. Choose one creature you can see to make a Constitution saving throw. The target has advantage on this roll if it can’t see you. On a failed save, the target takes 2d8 radiant damage. If you roll an 8 on any damage die, you can roll an additional d8 and add its damage to the total, rolling again if this die is also an 8, and so on. You can roll a total number of damage dice for this cantrip equal to twice the number of damage dice you initially rolled.
Prestidigitation
+8
Acion 10 feet Up to 1 hour V, S
 Notes:   MAGIC INITIATE: You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time. Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire. Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot. Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.
Ray of Frost
+8
Action 60 feet Instantaneous 2d8 V, S
 Notes:   CRYOKINESIS: A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 2d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn.

Level 1 Spells
4 slots

NAME AB CAST RNG DUR DMG CMP #
False Life
+8
Action Self Instantaneous 2d4 + 4 V, S, M (a drop of alcohol)
 Notes:   SPECIES: You gain 2d4 + 4 Temporary Hit Points.
Chromatic Bullet
+8
Bonus Action Self Concentration, up to 1 minute 2d4 V, S, M (a firearm)
 Notes:   CLASS: The next time you hit a creature with a ranged weapon attack using a firearm during the spell’s duration, your bullet sparks with elemental energy. The attack deals an extra 2d4 damage to the target. You choose whether this additional damage is acid, cold, fire, lightning, poison, or thunder damage, and you can choose to change the firearm’s damage to one of these damage types. You do not need to pick the same damage type for both.
Flash
+8
Reaction, which you take when a creature within 10 feet of you that you can see targets you with an attack 10 feet Instantaneous S, M (a bead of magnesium)
 Notes:   CLASS: You exploit a creature’s focus on you to detonate a blinding flash of light. The attacking creature must succeed on a Constitution saving throw or be blinded until the end of its next turn.
Hell's Lash
+8
Action 30 feet Concentration, up to 1 minute 4d4/2d4 V, S, M (the forked tongue of a serpent)
 Notes:   CLASS: You lash a whip of crimson energy at a creature you can see within range, creating a conduit between you and the target. The target must succeed on a Constitution saving throw or take 4d4 fire damage and be tethered. A tethered creature takes 2d4 fire damage at the beginning of each of their turns. A tethered creature can repeat the saving throw at the end of each of their turns, ending the effect on a success.
Hungering Blade
+8
Bonus Action 30 feet 1 minute V, S
 Notes:   CLASS: You imbue a weapon you are holding, or your Unarmed Strikes, with ravenous negative energy. For the duration, when you hit a creature with an attack using the empowered weapon or Unarmed Strike for the first time on a turn, the target takes Necrotic damage equal to your spellcasting ability modifier, and you gain a number of Temporary Hit Points equal to the Necrotic damage dealt.
Silvery Barbs
+8
eaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw 60 feet Instantaneous V, S
 Notes:   MAGIC INITIATE: You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
Armor of Agathys
+8
Bonus Action Self 1 hour 5 V, S, M (a cup of water)
 Notes:   CRYOKINESIS: Protective magical frost surrounds you. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage. The spell ends early if you have no Temporary Hit Points.
Ice Knife
+8
Action 60 feet Instantaneous 1d10/2d6 S, M (a drop of water or a piece of ice)
 Notes:   CRYOKINESIS: You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage.
Heroism
+8
Action Touch Concentration, up to 1 minute
 Notes:   SUBCLASS: A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns.
Shield
+8
Reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell Self 1 round V, S
 Notes:   SUBCLASS: An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.

Level 2 Spells
2 slots

NAME AB CAST RNG DUR DMG CMP #
Chromatic Bullet
+8
Bonus Action Self Concentration, up to 1 minute 2d4 + V, S, M (a firearm)
 Notes:   CLASS: The next time you hit a creature with a ranged weapon attack using a firearm during the spell’s duration, your bullet sparks with elemental energy. The attack deals an extra 2d4 damage to the target. You choose whether this additional damage is acid, cold, fire, lightning, poison, or thunder damage, and you can choose to change the firearm’s damage to one of these damage types. You do not need to pick the same damage type for both.
Hell's Lash
+8
Action 30 feet Concentration, up to 1 minute 4d4/2d4 + V, S, M (the forked tongue of a serpent)
 Notes:   CLASS: You lash a whip of crimson energy at a creature you can see within range, creating a conduit between you and the target. The target must succeed on a Constitution saving throw or take 4d4 fire damage and be tethered. A tethered creature takes 2d4 fire damage at the beginning of each of their turns. A tethered creature can repeat the saving throw at the end of each of their turns, ending the effect on a success.
Armor of Agathys
+8
Bonus Action Self 1 hour 5 + V, S, M (a cup of water)
 Notes:   CRYOKINESIS: Protective magical frost surrounds you. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage. The spell ends early if you have no Temporary Hit Points.
Ice Knife
+8
Action 60 feet Instantaneous 1d10/2d6 + S, M (a drop of water or a piece of ice)
 Notes:   CRYOKINESIS: You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage.
Threshold Slip
+8
Bonus Action Self Instantaneous V
 Notes:   CLASS: The threshold of a doorway, the sill of a window, the junction where the floor meets the wall, the intersection of two walls—these are all points of travel for you. When you cast this spell, you can step into the junction of two surfaces, slip through the boundary of the Material Plane, and reappear in an unoccupied space with another junction you can see within 60 feet. You can take one willing creature of your size or smaller that you’re touching with you. The target junction must have unoccupied spaces for both of you to enter when you reappear or the spell fails.
Homunculus Servant
+8
1 hour or Ritual 10 feet Instantaneous V, S, M (a gem or crystal worth 100+ GP, which the spell consumes)
 Notes:   CLASS
Shining Smite
+8
Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike Concentration, up to 1 minute 2d6
 Notes:   SUBCLASS: The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can’t benefit from the Invisible condition.
Warding Bond
+8
Action Touch 1 hour V, S, M (a pair of platinum rings worth 50+ GP each, which you and the target must wear for the duration) 0
 Notes:   You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
Money
Copper: 0, Silver: 0, Electrum: , Gold: 1013, Platinum: 0
Bastions
Treasure and Equipment
Double Barrel, Revolver, Feathered Edge, Glacial Rifle, Studded Leather Armor, Researcher's Pack (a backpack, binoculars, a comm set, a datapad, a flashlight, a holosphere, a hypodermic needle, a life suit, a log keeper, an omnitool, a quadcorder, and a wristwatch.), thieves tools, smiths tools, 20 bullets, A leather-bound diary, a bottle of ink, an ink pen, a set of traveler's clothes, one trinket of special significance
Proficiencies, Languages, and Talents
Languages: English, Korean, Spanish
Weapon Proficiencies: Simple and Martial weapons
Tool Proficiencies: Thieves’ Tools, Tinker’s Tools, Smith's Tools
Armor Training: Light and Medium armor and Shields
Features & Traits

Background


Cultural Chameleon. Before becoming an adventurer, you spent much of your adult life away from your homeland, living among people different from your kin. You came to understand these foreign cultures and the ways of their people, who eventually treated you as one of their own. One culture had more of an influence on you than any other, shaping your beliefs and customs. Choose a race whose culture you've adopted.

Adept Linguist. You can communicate with humanoids who don't speak any language you know. You must observe the humanoids interacting with one another for at least 1 day, after which you learn a handful of important words, expressions, and gestures – enough to communicate on a rudimentary level.

Species


Darkvision. You have Darkvision with a range of 60 feet.

Fiendish Legacy. You have resistance to Necrotic damage. You know the Chill touch cantrip, learn False Life at 3rd level, and Ray of Enfeeblement at 5th level.

Otherworldly Presence. You know the Thaumaturgy cantrip. When you cast it with this trait, the spell uses the same spellcasting ability you use for your Fiendish Legacy trait.

Weapon Masteries


Hyper Focus. As a bonus action, you can steady your body and mind to give yourself advantage on the next attack roll you make with a Loading or Reload weapon this turn.

Class


Tinker's Magic. You know the Mending cantrip. As a Magic action while holding Tinker’s Tools, you can create one item in an unoccupied space within 5 feet of yourself, choosing the item from the following list: Ball Bearings, Net, Basket, Oil, Bedroll, Paper, Bell, Parchment, Blanket, Pole, Block and Tackle, Pouch, Bucket, Rope, Caltrops, Sack, Candle, Shovel, Crowbar, String, Flask, Tinderbox, Jug, Torch, Lamp, Vial

Replicate Magical Item. You have learned arcane plans that you use to make magic items.

Subclass


Tool Proficiency. When you craft an ordinary or magic weapon, the amount of time required to craft it is halved.

Arcane Empowerment. When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Steel Defender. Your tinkering has borne you a companion, a Steel Defender (see the stat block). You determine the defender’s appearance and whether it has two legs or four; your choices don’t affect the defender’s game statistics.

The Steel Defender is Friendly to you and your allies and obeys you. It vanishes if you die.

The Defender in Combat. In combat, the defender acts during your turn. It can move and take its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action. If you have the Incapacitated condition, the defender acts on its own and isn’t limited to the Dodge action.

Restoring or Replacing the Defender. If the defender has died within the last hour, you can take a Magic action to touch it and expend a spell slot. The defender returns to life after 1 minute with all its Hit Points restored.

Whenever you finish a Long Rest, you can create a new Steel Defender if you have Smith’s Tools in hand. If you already have a defender from this feature, the first one vanishes.

Extra Attack. You can attack twice instead of once whenever you take the Attack action on your turn.
Spellcasting
Always have False life and Ray of Enfeeblement prepared can cast each once.
Additionally you always have Armor of Agathys and Ice Knife prepared and can cast it without a spell slot once, when casted this way you require no V, S, M that the spell might need.
You can also cast Frost fingers once without using a spell slot
Notes
$45.25
Glacial Rifle
When you make a ranged attack roll against an creature using this weapon, you score a critical hit on a roll of 19 or 20. Critical hits with this weapon deal cold damage, instead of piercing damage. Furthermore, damage from this weapon ignores the effects of a creature's Undead Fortitude trait. Otherwise, the same as a regular rifle.
Feats

Magic Initiate


You gain the following benefits.
Two Cantrips. You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choose when you select this feat).

Level 1 Spell. Choose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.

Spell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.

Repeatable. You can take this feat more than once, but you must choose a different spell list each time.


Cryokinesis




Ice Manipulation. Once per turn when you cast a spell or hit with an attack roll and deal Bludgeoning, Piercing, Slashing, or Psychic damage, you can change the damage type to Cold damage.
Psionic Talent. You know the Ray of Frost cantrip. You also always have the Armor of Agathys and Ice Knife spells prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast these spells using any spell slots you have. When you cast these spells, they require no Verbal or Material components, and Intelligence, Wisdom, or Charisma is your spellcasting ability.


™ & © Wizards of the Coast - D & D 5e Character Sheet v3.04, made by Tillerz - Updated: 2025-06-11

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