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Cedric Cadaver

6 Level (0/23000 XP for level-up) Ex-Guild Artisan Background Human Race / Species / Heritage Lawful Evil Alignment
Artificer
Level 6
Hit Dice: 6/6
1d8+1 Class 1

STR
8
-1
DEX
12
+1
CON
12
+1
INT
18
+4
WIS
12
+1
CHA
14
+2
42
Hit Points
+1
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
2 / 3
Lucky
Spellcasting ...
+7 Attack mod
INT Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
+1 Dexterity
+4 Constitution
+7 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+1 Acrobatics DEX
+1 Animal Handling WIS
+4 Arcana INT
-1 Athletics STR
+5 Deception CHA
+4 History INT
+1 Insight WIS
+2 Intimidation CHA
+7 Investigation INT
skills
+4 Medicine WIS
+7 Nature INT
+1 Perception WIS
+2 Performance CHA
+5 Persuasion CHA
+4 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Bonesaw +7 INT 1d8 Slashing
 Versatile (1d10)
Attacks

Spell Book

Lucky, Poisoner (DC 15)





Features & Traits

6 Poisoner's Poisons


2 Carrion Crawler Mucus


Thieves’ Tools, Tinker’s Tools, Brewer's Supplies, Smith’s Tools, Carpenter's Tools, Calligrapher's Supplies, Alchemist's Supplies


Breastplate


Bone saw (Longsword)


Dust of Sneezing and Choking


7 Pearls.




Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 170, Platinum: 0 Money

Thieves’ Tools, Tinker’s Tools, Brewer's Supplies, Smith’s Tools, Carpenter's Tools, Calligrapher's Supplies, Alchemist's Supplies


Light and Medium armor and Shields


Simple weapons, Martial weapons




Languages & Proficiencies
Mending, Guidance, Mage Hand
Heroism, Shield
Disguise Self, Detect Magic
Shining Smite, Warding Bond
Invisibility, Enhance Ability, Alter Self, Enlarge/Reduce
5770

Notes
Whenever you make an Intelligence (Arcana) or an Ability Check involving Artisan's Tools, you can roll a d4 and add the number rolled to the total ability check.

Artisan's Intuition


™ & © 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

The statblocks of your class features

Battle Smith

A Battle Smith is a combination of protector and medic, an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are accompanied by a Steel Defender, a protective companion of their own creation.

Features

LEVEL 3: TOOL PROFICIENCY

You gain proficiency with Smith’s Tools. If you already have this proficiency, you gain proficiency with one other type of Artisan’s Tools of your choice. In addition, when you craft an ordinary or magic weapon, the amount of time required to craft it is halved.

LEVEL 3: BATTLE SMITH SPELLS

When you reach an Artificer level specified in the Battle Smith Spells table, you thereafter always have the listed spells prepared.

  • Level 3: Heroism, Shield
  • Level 5: Shining Smite, Warding Bond
  • Level 9: Aura of Vitality, Conjure Barrage
  • Level 13: Aura of Purity, Fire Shield
  • Level 17: Banishing Smite, Mass Cure Wounds

LEVEL 3: BATTLE READY

Your combat training and your experiments with magic have paid off in two ways:

  • 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.
  • Weapon Knowledge. You gain proficiency with Martial weapons.

LEVEL 3: 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.

LEVEL 5: EXTRA ATTACK

You can attack twice instead of once whenever you take the Attack action on your turn.

LEVEL 9: ARCANE JOLT

When either you hit a target with an attack roll using a magic weapon or your Steel Defender hits a target, you can channel magical energy through the strike to create one of the following effects:

  • Destructive Energy. The target takes an extra 2d6 Force damage.
  • Restorative Energy. Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 Hit Points to it.

You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once a turn. You regain all expended uses when you finish a Long Rest.

LEVEL 15: IMPROVED DEFENDER

Your Arcane Jolt and Steel Defender have become more powerful, granting these benefits:

  • Improved Jolt. The extra damage and healing of your Arcane Jolt both increase to 4d6.
  • Fortified Defender. Your Steel Defender gains a +2 bonus to Armor Class.
  • Improved Deflection. Whenever your Steel Defender uses its Deflect Attack, the attacker takes Force damage equal to 1d4 plus your Intelligence modifier.

Lucky

ORIGIN

You gain the following benefits.

Luck Points. You have a number of Luck Points equal to your Proficiency Bonus and can spend the points on the benefits below. You regain your expended Luck Points when you finish a Long Rest.

Advantage. When you roll a d20 for a D20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll.

Disadvantage. When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.

Poisoner

GENERAL

Prerequisite: Level 4+

You gain the following benefits.

Ability Score Increase. Increase your Dexterity or Intelligence score by 1, to a maximum of 20.

Potent Poison. When you make a damage roll that deals Poison damage, it ignores Resistance to Poison damage.

Brew Poison. You gain proficiency with the Poisoner’s Kit. With 1 hour of work using such a kit and expending 50 GP worth of materials, you can create a number of poison doses equal to your Proficiency Bonus. As a Bonus Action, you can apply a poison dose to a weapon or piece of ammunition. Once applied, the poison retains its potency for 1 minute or until you hit with the poisoned item, whichever is shorter. When a creature takes damage from the poisoned item, that creature must succeed on a Constitution saving throw (DC 8 plus the modifier of the ability increased by this feat and your Proficiency Bonus) or take 2d8 Poison damage and have the Poisoned condition until the end of your next turn.

Crafter

ORIGIN

You gain the following benefits.

Tool Proficiency. You gain proficiency with three different Artisan's Tools of your choice from the Fast Crafting table.

Discount. Whenever you buy a nonmagical item, you receive a 20 percent discount on it.

Fast Crafting. When you finish a Long Rest, you can craft one piece of gear from the Fast Crafting table, provided you have the Artisan's Tools associated with that item and have proficiency with those tools. The item lasts until you finish another Long Rest, at which point the item falls apart.

Fast Crafting

Artisan's ToolsCrafted Gear
Carpenter's ToolsLadder, Torch
Leatherworker's ToolsCase, Pouch
Mason's ToolsBlock and Tackle
Potter's ToolsJug, Lamp
Smith's ToolsBall Bearings, Bucket, Caltrops, Grappling Hook, Iron Pot
Tinker's ToolsBell, Shovel, Tinder Box
Weaver's ToolsBasket, Rope, Net, Tent
Woodcarver's ToolsClub, Greatclub, Quarterstaff

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Steel Defender
MEDIUM CONSTRUCT

Armor Class: 15

Initiative: +0 (10)

Hit Points: 5 + five times your Artificer level (the defender has a number of Hit Dice [d8s] equal to your Artificer level)

Speed: 40 ft

Challenge: None (XP 0; PB equals your Proficiency Bonus)
    MOD SAVE
STR 16 +3 +3
DEX 11 +0 +0
CON 16 +3 +3
    MOD SAVE
INT 0 -5 -5
WIS 10 +0 +0
CHA 3 -4 -4

Immunities: Poison; Charmed, Exhaustion, Poisoned

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Understands the languages you know


Traits

Steel Bond. Add your Proficiency Bonus to any ability check or saving throw the defender makes.


Actions

Force-Empowered Rend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 2 plus your Intelligence modifier Force damage.

Repair (3/Day). The defender, or one Construct or object it can see within 5 feet of it, regains a number of Hit Points equal to 2d8 plus your Intelligence modifier.


Reactions

Deflect Attack. Trigger: A creature the defender can see within 5 feet of it makes an attack roll targeting a different creature. Response: The triggering creature makes the attack roll with Disadvantage.

Statblocks for your spells.

Level 0 Spells

Basic Rules, pg. 259

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: Two lodestones
Attack/Save: None
Damage/Effect: Utility
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.
Available for: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

SRD

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 30ft
Duration 1 minute
Components V, S

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.  
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.  
The hand can't attack, activate magical items, or carry more than 10 pounds.

Class(es): Bard, Sorcerer, Warlock, Wizard
Guidance

CANTRIP DIVINATION

Casting Time: Action

Range/Area: Touch

Components: V, S

Duration: Concentration, 1 minute

Description:

You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.


Level 1 Spells

Heroism

1-level Enchantment

Casting Time 1 action
Range Touch
Duration Concentration, 1 minute
Components V, S

A willing creature you touch is imbued with bravery.

Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns.

When the spell ends, the target loses any remaining temporary hit points from this spell.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Class(es): Eldrani, Vujinn'ka
Shield

1ST ABJURATION

Casting Time: Reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell

Range/Area: Self

Components: V, S

Duration: 1 round

Description:

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.


Player's Handbook (2024)

False Life

1ST NECROMANCY

Casting Time: Action

Range/Area: Self

Components: V, S, M (a drop of alcohol)

Duration: Instantaneous

Description: You gain 2d4 + 4 Temporary Hit Points.

Using a Higher-Level Spell Slot: You gain 5 additional Temporary Hit Points for each spell slot level above 1.

Available For: Artificer, Sorcerer, Wizard

Player's Handbook (2024)

Disguise Self

1ST ILLUSION

Casting Time: Action

Range/Area: Self

Components: V, S

Duration: 1 hour

Description:

You make yourself including your clothing, armor, weapons, and other belongings on your person look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. 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.

To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.


Available For: Artificer, Bard, Sorcerer, Wizard

Identify

1-level Divination (ritual)

Casting Time 1 minute
Range Touch
Duration Concentration, Instantaneous
Components V, S, M
Materials A pearl or gem (worth at least 50 gp, which the spell consumes) and an owl feather

You choose one object that you must touch throughout the casting of the spell. If it is a common, uncommon or rare magical item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. Beyond that, you learn whether any spells or magical effects up to 3rd level are affecting the item or created it, and have thereon advantage on INT (Arcana) checks to identify what they are, though not automatically how to annulate them.

If you instead touch a creature throughout the casting, you learn if any spells or magical effects up to 3rd level are currently affecting it, and have thereon advantage on INT (Arcana) checks to identify what they are, though not automatically how to annulate them.

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can furthermore identify very rare items and spells / magical effects up to 5th level. This effect increases to legendary items and 7th level spells / magical effects when using a spell slot of 5th level or higher, as well as to artifact items and 9th level spells / magical effects when using a spell slot of 7th level or higher.

Class(es): Eldrani, Fluxxer, Vujinn'ka

PHB

Expeditious Retreat

1-level Transmutation

Casting Time 1 Bonus Action
Range Self
Duration Concentration, Up to Ten Minutes
Components V, S

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Class(es): Artificer, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Paladin (Oath of Treachery), Rogue (Arcane Trickster)

Player's Handbook (2024)

Cure Wounds

1ST ABJURATION

Casting Time: Action

Range/Area: Touch

Components: V, S

Duration: Instantaneous

Description: A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot: The healing increases by 2d8 for each spell slot level above 1.

Available For: Artificer, Bard, Cleric, Druid, Paladin, Ranger

Level 2 Spells

PHB

Magic Weapon

2-level Transmutation

Casting Time 1 Bonus Action
Range Touch
Duration up to 1 Hour
Components V, S

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Class(es): Artificer, Paladin, Wizard, Cleric (Arcana Domain), Cleric (Forge Domain), Cleric (War Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

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