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Sindri Sandaak in Dungeons & Dragons 5e

Sindri Sandaak

1 Level (0/300 XP for level-up) Izzet Engineer Background Goblin Race / Species / Heritage Chaotic Alignment
Artificer
Level 1
Hit Dice: 1/1
1d8+2 Class 1

STR
12
+1
DEX
16
+3
CON
15
+2
INT
16
+3
WIS
8
-1
CHA
8
-1
220
Hit Points
+3
Initiative (DEX)
21
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
Spellcasting ...
+5 Attack mod
INT Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+3 Dexterity
+4 Constitution
+5 Intelligence
-1 Wisdom
-1 Charisma
saving throws
+3 Acrobatics DEX
-1 Animal Handling WIS
+5 Arcana INT
+1 Athletics STR
-1 Deception CHA
+3 History INT
-1 Insight WIS
-1 Intimidation CHA
+5 Investigation INT
+8 Craftmenship INT
skills
-1 Medicine WIS
+3 Nature INT
+1 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+3 Religion INT
+5 Sleight of Hand DEX
+3 Stealth DEX
-1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Flamethrower +5 DEX 2d12+3 Fire
 10ft Range
Scrap Rifle +5 DEX 2d8+3 Piercing
 100ft Range
Light Crossbow +5 DEX 1d8+3 Piercing
 80ft Range
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Fire Bolt 1 action 120 ft Instantanious 1d10 V, S
 Notes:You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. At higher levels: This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Mending 1 action Touch Instantaneous V, S, M
 Notes: 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 or construct, but the spell can’t restore magic to such an object.

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Absorb Elements 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Self 1 round 1d6 S
 Notes:The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Grease 1 action 60 ft 1 minute V, S, M
 Notes:Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
Chaos Bolt 1 action 120 ft Instantaneous 2d8+1d6 V, S
 Notes: You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below. d8 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Poison 7 Psychic 8 Thunder If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.
Light Crossbow (20 bolts)

Scale Mail armor (welded to Mech)

Thieves Tools
  • A small file, set of lock picks, small mirror mounted on a metal handle, set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps pick locks. Can create a trap on a short rest.

  • Dungeoneer's Pack
  • A backpack, crowbar, 10 pitons, 10 torches, a tinderbox, 10 days of rations, a waterskin, and 50 feet of hempen rope.

  • Carpenter's tools
  • Saw, hammer and nails, hatchet, square, ruler, adze, plane, chisel, block and tackle

  • Common clothes
    Redfall Raiders insignia
    Belt pouch (5 gp)

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 5, Platinum: 0 Money
    Goblin
    Common

    Simple Weapons
    Firearms
    Thieves Tools
    Tinkerers Tools
    Carpenter's Tools
    Smith's Tools

    All Armor

    Languages & Proficiencies
    I 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!

    Personality Traits
    Fun. I love my job! Despite the dangerous working conditions, there's nothing I'd rather do. (Chaotic)

    Ideals
    I have the schematics for an invention that I hope to build one day, once I have the necessary resources.

    Bonds
    I get bored easily, and if nothing is happening
    I'll make something happen.

    Flaws
    ~ Out Of Mech Stats ~
    STR, DEX, CON = 3 (- 4 mod).
    WIS, CHA = 8 (- 1 mod)
    INT = 16 (+ 3 mod)

    HP = 30 (indefinitely)
    AC = 12 (indefinitely)
    SPEED = 10 (indefinite)

    Notes
    ~ Magical Tinkering ~
    Touching a Tiny non-magical object while holding Thieves' or Artisan's tools, instill in it one of the following magical properties of your choice:
  • The object sheds light in a 10-foot radius.
  • 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 (1 effect per object), up to your Intelligence modifier. If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

    ~ Spellcasting ~
    Number of prepared spells:
  • Combination of a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down. You can change your list of prepared spells when you finish a long rest.

  • Features & Abilities
    ~ Out Of Mech Stats ~
    STR, DEX, CON = 3 (- 4 mod).
    WIS, CHA = 8 (- 1 mod)
    INT = 16 (+ 3 mod)

    HP = 30 (indefinitely)
    AC = 12 (indefinitely)
    SPEED = 10 (indefinite)

    ~ Darkvision ~
    You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were in dim light. You discern colors in that darkness only as shades of gray.

    ~ Fey Ancestry ~
    You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

    ~ Fury of the Small ~
    When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.
    You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.

    ~Nimble Escape ~
    You can take the Disengage or Hide action as a bonus action on each of your turns.

    Out Of Mech Abilities & Stats


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
    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

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    Level 0 Spells

    Fire Bolt

    0-level (Cantrip) Evocation

    Casting Time 1 action
    Range 120 ft.
    Duration Instantanious
    Components V, S

    You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
    At higher levels: This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

    Class(es): Artificer, Sorcerer, Wizard

    Mending

    0-level (Cantrip) Transmutation

    Casting Time 1 action
    Range Touch
    Duration Instantanious
    Components V, S, M
    Materials Two lodestones

    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 or construct, but the spell can’t restore magic to such an object.

    Class(es): Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

    Level 1 Spells

    PHB

    Absorb Elements

    1-level Abjuration

    Casting Time 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
    Range Self
    Duration 1 Round
    Components S

    The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

    Class(es): Artificer, Druid, Ranger, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    PHB, page 246. Available in the SRD.

    Grease

    1-level Conjuration

    Casting Time 1 action
    Range 60 ft.
    Duration 1 minute
    Components V, S, M
    Materials a bit of pork rind or butter

    Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.   When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

    Class(es): Artificer, Wizard

    Xanathar's Guide to Everything

    Chaos Bolt

    1-level Evocation

    Casting Time 1 action
    Range 120 feet
    Duration Instantaneous
    Components V, S

    You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.

    d8 Damage Type
    1 Acid
    2 Cold
    3 Fire
    4 Force
    5 Lightning
    6 Poison
    7 Psychic
    8 Thunder
    If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.   A creature can be targeted only once by each casting of this spell.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.

    Class(es): Sorcerer

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


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