Teyg

3 Level (0/2700 XP for level-up) Feylost Background Goliath Race / Species / Heritage True Neutral Alignment
Artificer
Level 3
Hit Dice: 3/3
1d8+2 Class 1

STR
16
+3
DEX
9
-1
CON
14
+2
INT
18
+4
WIS
13
+1
CHA
10
+0
32
Hit Points
-1
Initiative (DEX)
21
Armor Class (AC)
+2
Prof. Bonus
35
Speed (walk/run/fly)
11
Passive Perception
2 / 2
Hill's Tumble
2 / 2
Defensive Field
Spellcasting ...
+6 Attack mod
INT Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
-1 Dexterity
+4 Constitution
+6 Intelligence
+1 Wisdom
+0 Charisma
saving throws
-1 Acrobatics DEX
+1 Animal Handling WIS
+6 Arcana INT
+5 Athletics STR
+0 Deception CHA
+6 History INT
+1 Insight WIS
+0 Intimidation CHA
+4 Investigation INT
skills
+1 Medicine WIS
+6 Nature INT
+1 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+4 Religion INT
-1 Sleight of Hand DEX
-1 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Gauntlent +3 STR 1d6+3 Lightning
Gypsy Danger +6 INT 1d8+4 Lightning
 Attacks Goad
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Light 1 A 20ft/20ft 1 hr
Thorn Whip 1 A 30ft 1d6 Piercing
 Notes:Pull the target 10ft closer to you

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Absorb Elements 1 R 1d6
 Notes:Resistance to incoming Elemental damage. Next attack deals additional 1d6 of that damage type and your Resistance ends
Detect Magic 1 A 30 ft 10 min
Expeditious Retreat 1 BA Self 10 min
 Notes:Take the Dash Action. You may do so as a Bonus Action until the spell ends
Magic Missile 1 A 120ft 1d4+1
 Notes:3 shots; +1/lvl
Thunderwave 1 A 15ft cube 2d8 Thunder
 Notes:CON save; fail: full damage +10ft push, success: half damage

Tough. Your HP Maximum increases by an amount equal to twice your level


Hill's Tumble. Once per turn, when you land an attack and deal damage, you may knock the target Prone. Uses = Proficiency Bonus


Mountain Born. You are Resistant to Cold damage


Powerful Build. Advantage on Grapple checks & saves


Grappler. Feat. Unlocks at lvl 4


Large Form. Unlocks at lvl 5


Extra Attack. Unlocks at lvl 5




Features & Traits

Lightning Chains


Gypsy Danger [AC 18]


+1 Shield AC


Smith's Tools


Tinkerer's Tools


Thieves' Tools


Jeweler's Tools


Orb of Direction: While holding this orb, you can use an action to determine which way is north. This property functions only on the Material Plane.


Items to sell (built): Clockwork Amulet, Driftglobe, Everbright Lantern, Necklace of Adaptation, Orb of Shielding


Items to sell (found): Coin of Delving, 3x Mind Crystal (Distant), Soul Coin, Wayfarer's Boots


Other items: Needle that never bends, petrified stone eye, pocket watch that runs back 1 hour every midnight


Prices:



  • Clockwork Amulet: 750
  • Driftglobe, 1500
  • Everbright Lantern: 450
  • Necklace of Adaptation, 3000
  • Orb of Shielding: 6000
  • Coin of Delving: 175
  • Mind Crystal: 750
  • Soul Coin: 750
  • Wayfarer's Boots: 11400



Equipment Copper: 66, Silver: 59, Electrum: 38, Gold: 2711, Platinum: 1 Money

Common, Giant, Sylvan





Languages & Proficiencies

Shy & reserved. Highly intelligent, but speaks very simply. Doesn't like how that makes people look down on her





Personality Traits

Nomadic. Chooses to wander





Ideals

Does not break her word





Bonds

Does not do things for free





Flaws
<p>Clockwork Amulet: This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn.</p>
<p>Coin of Delving: This scintillating copper coin sheds dim light in a 5-foot radius. If dropped a distance greater than 5 feet, the coin issues a melodious ringing sound when it hits a surface. Any creature that can hear the chime can determine the distance the coin dropped based on the tone.</p>
<p>Driftglobe: 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.</p>
<p>Everbright Lantern: This bullseye lantern contains an Eberron dragonshard that sheds light comparable to that produced by a Continual Flame spell. An everbright lantern sheds light in a 120-foot cone; the closest 60 feet is bright light, and the farthest 60 feet is dim light.</p>
<p>Mind Crystal: You may modify a spell you cast with a cast time of 1 Action as follows: If the spell has a range of 5 feet or more and doesn’t have a range of self, the spell’s range increases by 100 feet. If the spell has a range of touch, its range becomes 30 feet. Once this is used, it becomes a non-magical gem worth 50gp.</p>
<p>Necklace of Adaptation: While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors</p>
<p>Orb of Sheilding: A polished, spherical chunk of crystal or stone aligned to one of the planes of existence. Made of fernian basalt. If you're a spellcaster, you can use this orb as a spellcasting focus. If you're holding the orb when you take Fire damage you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).</p>
<p>Soul Coin: A coin about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs one-third of a pound, and is inscribed with Infernal writing and a spell that magically binds a single soul to the coin. Because each coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hag's curse.</p>
<p>Wayfarer's Boots: This pair of boots is made of durable cloth, with the journey rune stitched in golden thread above each heel. While you are wearing this item, your walking speed increases by 10 feet, and you have advantage on Wisdom (Survival) checks.</p>
<p></p>

Notes
Enhanced Defense: +1 AC on Infused armor/shield
Enhanced Weapon: +1 to hit with Infused weapon
Mind Sharpener: 4 Charges, regain 1d4 daily at dawn, spend to maintain Concentration while wearing Infused robes/armor
Replicate [Bag of Holding]

Artificer Infusions
Guardian: Active
  • Attacks cause all attacks against creatures that are not you to be done at Disadvantage
  • You may gain Temp HP equal to your Artificer Lvl as a Bonus Action. Uses = Proficiency Bonus
  • Infiltrator:
  • Ranged attack, 90ft, 1d6 Lightning [repeating]
  • Advantage on Stealth Checks
  • +5 movement speed

  • Gypsy Danger


    ™ & © 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

    Gypsy Danger

    Armor (Heavy)

    Varies Requires Attunement by an Artificer Requires Attunement

    Variant of Arcane Armor




    Type AC STR Req. Stealth Dis.
    Heavy 18 No


    The statblocks of your class features

    Tough

    Origin Feat

    Your HP maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your HP maximum increases by an additional 2 HP


     

    Artificer [Armorer]

    hit dice: 1d8
    hit points at 1st level: 8 + CON modifier
    hit points at higher levels: 1d8 (or 5) + CON modifier per level
    armor proficiencies: Light, Medium, Heavy
    weapon proficiencies: Simple weapons
    tools: Thieves' tools, tinker's tools, smith's tools, one type of artisan's tools of your choice
    saving throws: Constitution, Intelligence
    skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand
    starting equipment:
    spellcasting:

    INT

    class features:
    subclass options:

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Goliath

    ability score increase:
    age:
    Size: Medium
    speed: 35 ft
    Languages: Common, Giant, 1 Standard Language
    race features:

    Hill’s Tumble (Hill Giant). When you hit a Large or smaller creature with an attack roll and deal damage to it, you can give that target the Prone condition.

    Large Form. Starting at character level 5, you can change your size to Large as a Bonus Action if you’re in a big enough space. This transformation lasts for 10 minutes or until you end it (no action required). For that duration, you have Advantage on Strength checks, and your Speed increases by 10 feet. Once you use this trait, you can’t use it again until you finish a Long Rest.

    Powerful Build. You have Advantage on any ability check you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity.

    Mountain Born. Your harsh upbringing gives you Resistance to Cold damage.

    Goliaths are distant descendants of giants and seek heights above those reached by their ancestors.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

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


    Created by

    OmegaAlpha01.

    Statblock Type

    Character Sheet (2020)

    Link/Embed