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Tes

Artificer 1 Class & Level
Charlatan Background
Kobold Race
Chaotic Good Alignment

Strength 6
-2
Dexterity 11
+0
constitution 14
+2
intelligence 14
+2
wisdom 13
+1
charisma 13
+1
Total Hit Dice 1
Hit Die
1d8+2
+2 proficiency bonus
-2 Strength
+0 Dexterity
+4 Constitution
+4 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+0 Acrobatics
+1 Animal Handling
+4 Arcana
-2 Athletics
+3 Deception
+2 History
+1 Insight
+1 Intimidation
+2 Investigation
+1 Medicine
+2 Nature
+3 Perception
+1 Performance
+1 Persuasion
+2 Religion
+2 Sleight of Hands
+0 Stealth
+1 Survival
skills Arcana, Deception, Perception, Sleight of Hand proficiencies

 
14
Armor Class
10
Hit Points
+0
Initiative
30
Speed
Fire Bolt 1d20+4 1d10 Fire
Ray of Frost 1d20+4 1d8 Cold
Light Crossbow 1d20+2 1d8 Piercing
Dagger 1d20+2 1d4 Piercing
Attacks
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: Thieves' tools, tinker's tools, jewler's tools, disguise kit, forgery kit
Proficiences

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

DnD 5e SRD SRD

Light Hammer

Melee Weapon Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Bludgeoning 20/60 ft Light, Thrown

Cost: 2 gp Weight: 2 lb


 

DnD 5e SRD SRD

Crossbow, light

Ranged Weapon Ammunition, Loading, Two-Handed Common

Type Damage Damage Range Properties
Simple 1d8 Piercing 80/320 ft Ammunition, Loading, Two-Handed

Cost: 25 gp Weight: 5 lb


 

DnD 5e SRD SRD

Scale Mail Armor

Medium Armor Common

This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

Type AC STR Req. Stealth Dis. Properties
Medium 14 + Dex Modifier (max 2) YES

Cost: 50 gp Weight: 45 lb


 

Thieves' Tools

Tool Varies

This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add proficiency bonus to any ability checks you make to disarm traps or open locks.

Cost: 25gp Weight: 1lb


 

Dungeoneer's Pack

Adventuring Gear Varies

Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Cost: 12gp


 

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

Fire Bolt

0-level (Cantrip) Evocation

Casting Time 1 action
Range 120 feet
Duration Instantaneous
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

Ray of Frost

0-level (Cantrip) Evocation

Casting Time 1 action
Range 60 feet
Duration Instantaneous
Components V, S

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 1d8 cold damage, and has its speed reduced by 10 feet until the start of your next turn.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level ( 2d8 ), 11th level ( 3d8 ), and 17th level ( 4d8 ).

Class(es): Artificer, Sorcerer, Wizard

Level 1 Spells

Cure Wounds

1-level Evocation

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

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.

Class(es): Artificer, Bard, Cleric. Druid, Paladin

Sanctuary

1-level Abjuration

Casting Time 1 action
Range 60 feet
Duration 1 minute
Components V, S, M
Materials A small silver mirror

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.

Class(es): Artificer, Sorcerer, Wizard

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


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