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Sea Elf Crafter

20 Level (0/355000 XP for level-up) Merchant Noble Background Sea Elf MoM Race / Species / Heritage NG Alignment
Battlesmith
Level 8
Hit Dice: 8/8
1d8+1 Class 1
Soulknife
Level 11
Hit Dice: 11/11
1d8+1 Class 2
Bard
Level 1
Hit Dice: 1/1
1d8+1 Class 3

STR
8
-1
DEX
13
+1
CON
13
+1
INT
22
+6
WIS
18
+4
CHA
18
+4
123
Hit Points
+2
Initiative (DEX)
10
Armor Class (AC)
+6
Prof. Bonus
30/30/0/30 Swim
Speed (walk/run/fly)
20
Passive Perception
Spellcasting ...
+12 Attack mod
INT Ability
+6 Abi Mod
20 Save DC
+12 Expertise Bonus
+6 Proficiency Bonus
+0 Strength
+2 Dexterity
+9 Constitution
+14 Intelligence
+12 Wisdom
+5 Charisma
saving throws
+2 Acrobatics DEX
+5 Animal Handling WIS
+21 Arcana INT
+0 Athletics STR
+5 Deception CHA
+21 History INT
+12 Insight WIS
+5 Intimidation CHA
+7 Investigation INT
+14 STR Tool STR
+16 DEX Tool DEX
+21 INT Tool INT
+19 WIS Tool WIS
+19 CHA Tool CHA
skills
+5 Medicine WIS
+21 Nature INT
+12 Perception WIS
+12 Performance CHA
+19 Persuasion CHA
+7 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+5 Survival WIS
+16 CON Tool CON
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Lighting Lure Act 15' Instant 4d8 V, M
 Notes:You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength Save (DC19) or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you. At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Mending 1 Min Touch Instant 2d6 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. Heals the Steel Defender 2d6 per cast.
Prestidigitation Act 10' Up to 1hour V, S
 Notes:This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: - You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. - You instantaneously light or snuff out a candle, a torch, or a small campfire. - You instantaneously clean or soil an object no larger than 1 cubic foot. - You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. - You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. - You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
NOBLE
Position of Privilege
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

SEA ELF
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20. +2 INT, +1 CHA
STR (8), DEX (13), CON (13), INT (16), WIS (13), CHA (14)

Creature Type. You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.
Size. You are Medium.
Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.
Child of the Sea. You can breathe air and water, and you have resistance to cold damage.
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 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.
Friend of the Sea. Aquatic animals have an extraordinary affinity with your people. You can communicate simple ideas to any Beast that has a swimming speed. It can understand your words, though you have no special ability to understand it in return.
Keen Senses. You have proficiency in the Perception skill.
Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.
Languages. Your character can speak, read, and write Common and one other language

ARTIFICER
Magical Tinkering
At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
  • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  • 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, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

    Preparing and Casting Spells
    The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
    You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

    Spellcasting
    You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.

    Cantrips (0-Level Spells)
    At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.
    When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

    Tools Required
    You produce your artificer spell effects through your tools. You must have a spellcasting focus - specifically thieves' tools or some kind of artisan's tool - in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools.
    After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.

    Ritual Casting
    You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

    Infuse Item
    At 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.
    Infusions Known
    When you gain this feature, pick four artificer infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.
    Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
    Lv 2: .
    Lv 6: .

    Infusing an Item
    Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).

    Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.
    You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.
    If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

    The Right Tool for the Job
    At 3rd level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

    Tool Expertise
    At 6th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.

    Flash of Genius
    At 7th level, you've gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.
    You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

    BATTLESMITH
    Battle Ready
    When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:
    You gain proficiency with martial weapons.
    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
    By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Steel Defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.
    In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.
    If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.
    At the end of a long rest, you can create a new steel defender if you have smith's tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die.

    Steel Defender
    Medium construct
    Armor Class: 15 (natural armor)
    Hit Points: 2 + your Intelligence modifier + 5 times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)
    Speed: 40 ft.
    STR DEX CON INT WIS CHA
    14 (+2) 12 (+1) 14 (+2) 4 (−3) 10 (+0) 6 (−2)
    Saving Throws: Dex +1 plus PB, Con +2 plus PB
    Skills: Athletics +2 plus PB, Perception +0 plus PB x 2
    Damage Immunities: poison
    Condition Immunities: charmed, exhaustion, poisoned
    Senses: darkvision 60 ft., passive Perception 10 + (PB x 2)
    Languages: understands the languages you speak
    Challenge: —
    Proficiency Bonus (PB): equals your bonus
    Vigilant. The defender can't be surprised.
    Actions
    Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.
    Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.
    Reactions
    Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.

    Extra Attack
    Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

    BARD
    Ritual Casting
    You can cast any bard spell you know as a ritual if that spell has the ritual tag.

    Spellcasting Focus
    You can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells.

    Bardic Inspiration(D6)
    You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
    Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
    You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

    ROGUE
    Expertise
    At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
    At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

    Sneak Attack (6d6)
    Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
    You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
    The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

    Thieves' Cant
    During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
    In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

    Cunning Action
    Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

    Steady Aim (Optional)
    At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

    Uncanny Dodge
    Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

    Evasion
    Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

    Reliable Talent
    By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

    SOULKNIFE
    Psionic Power
    Starting at 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
    Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.
    When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

    The powers below use your Psionic Energy dice (D10).
    Psi-Bolstered Knack. When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.

    Psychic Whispers. You can establish telepathic communication between yourself and others — perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other.
    The first time you use this power after each long rest, you don't expend the Psionic Energy die. All other times you use the power, you expend the die.

    Psychic Blades
    Also at 3rd level, You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
    After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.

    Soul Blades
    Starting at 9th level, your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:
    Homing Strikes. If you make an attack roll with your Psychic Blades and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die.

    Psychic Teleportation. As a bonus action, you manifest one of your Psychic Blades, expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.

    Features & Traits
    Background (Noble)
    a set of Fine clothes
    a Signet Ring
    a Scroll of Pedigree
    a purse

    Artificer
    two simple weapons: Dagger, Spear
    a light crossbow and 20 bolts
    scale mail
    thieves’ tools
    a dungeoneer’s pack : 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.

    Bought
    Cook's Utensils -1gp
    Fishing Tackle -1gp
    Healer's Kit -5gp
    Herbalism kit -5gp
    Tent -2gp (2 person)
    Traveler's Clothes -2gp

    Equipment Copper: 50, Silver: 5, Electrum: 0, Gold: 8, Platinum: 0 Money
    Artificer
    Tools Required : Artisan Tool or Thieves' Tools
    Spellcasting
    Languages: Common, Elven
    Weapon: Simple & Martial
    Armor: Light/Medium Armors, Shields
    (Noble) Tools: Herbalism kit, Poisoner's kit
    (Artificer) Tools: Alchemist's supplies, Thieves’ tools, Tinker’s tools
    (Battlesmith) Tool: Smith's tools
    (Sea Elf) Trance: Cook's Utensils, Forgery kit

    Languages & Proficiencies
    The common folk love me for my kindness and generosity.
    Despite my noble birth, I do not place myself above other folk. We all have the same blood.

    Personality Traits
    People. I'm committed to the people I care about, not to ideals. (Neutral)

    Ideals
    My loyalty to my sovereign is unwavering.

    Bonds
    I'll do anything to get my hands on something rare or priceless.

    Flaws
    Fishing Lure w/ Magical Tinkering : Light = A glinting lure
    Dagger w/ Magical Tinkering : Message in Common "Pisot"

    Alchemist's supplies include two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water.

    Cook's utensils include a metal pot, knives, forks, a stirring spoon, and a ladle.

    Fishing tackle includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.

    Forgery kit includes several different types of ink, a variety of parchments and papers, several quills, seals and sealing wax, gold and silver leaf, and small tools to sculpt melted wax to mimic a seal.

    Herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.

    Merchant's scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.

    Navigator's tools include a sextant, a compass, calipers, a ruler, parchment, ink, and a quill.

    Thieves' tools include 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.

    Tinker's tools include a variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue.

    Poisoner's kit includes glass vials, a mortar and pestle, chemicals, and a glass stirring rod.

    Luckstone, Book +2 INT, Book +2 WIS, Book +2 CHA, Lyre of Building X4, Ioun Stone of Mastery

    Notes
    The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master's Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.

    Optional Rule: Firearm Proficiency


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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