Remove these ads. Join the Worldbuilders Guild

Si Si Yolk

5 Level (0/14000 XP for level-up) Huntsman Student Background Human Race / Species / Heritage Chaotic Neutral Alignment
GolemSmith Artificer
Level 5
Hit Dice: 5/5
1d8+3 Class 1

STR
10
+0
DEX
14
+2
CON
16
+3
INT
18
+4
WIS
8
-1
CHA
12
+1
52
Hit Points
+2
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
9
Passive Perception
Spellcasting ...
+7 Attack mod
INT Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+2 Dexterity
+6 Constitution
+7 Intelligence
-1 Wisdom
+1 Charisma
saving throws
+2 Acrobatics DEX
-1 Animal Handling WIS
+7 Arcana INT
+0 Athletics STR
+1 Deception CHA
+7 History INT
-1 Insight WIS
+4 Intimidation CHA
+7 Investigation INT
skills
-1 Medicine WIS
+4 Nature INT
-1 Perception WIS
+4 Performance CHA
+1 Persuasion CHA
+4 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
-1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Hammer +3 STR d10
Attacks

Spell Book

Innovator's Upgrade
Prerequisite: KibbleTasty's Inventor
You've honed your mind into a nonstop analytical machine. You can select an additional upgrade from your subclass list. You can select this feat multiple times, selecting a different upgrade each time.

Golemsmith's Proficiency
When you choose this specialization at 1st level, you gain proficiency with smith's tools and tinker's tools.

Mechanical Golem
Starting at 1st level, you forge a mechanical golem to carry out your orders and protect you. The golem is under your control, and understands the languages you speak, but does not speak.

The Golem obeys your commands as best it can. On your turn, you can verbally command the construct where to move (no action required by you) and take an action, which requires your action to do. Additionally, you can use your reaction to direct it to take a reaction. The Golem acts on your commands during your turn. If you issue no command to your Golem, it takes no actions.

Your Golem's Proficiency increases when yours does. If the golem is killed, it can be returned to life via normal means, such as with the revivify spell.

In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with half (rounded down) its maximum hit point at the end of the rest during which you repaired it. If the servant is beyond recovery, you can reproduce the construct exactly as it was, with four days of work (eight hours each day) and 100 gp of raw materials.

Over the course of a short rest, you can restore hit points equal to your Intelligence modifier + your Inventor level to your golem, or repair it to full health during a long rest. Healing spells you cast on your golem ignore any restriction against healing constructs.

https://www.worldanvil.com/sheet/1285462/view

Magic Item Analysis
Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the Inventor spells detect magic and identify, and you can cast them as rituals without material components.

Quadrupedal
Your golem takes on a quadrupedal design. Larger and more sturdy, it is more suitable to launch into the fray or carry its creator. Its base size becomes Large, its base Strength and Constitution become 16(+3), its natural armor becomes 16, and its speed becomes 35 ft.

Its natural weapon is: Bite: +5 (Strength + Proficiency) to hit, reach 5ft., one target. Hit 1d10 + 3 (Strength) piercing damage.

Fighting Style: Defence, +1 to AC

Intelligent Oversight
Starting at 3rd level, you can take the Help action as a bonus action when assisting your golem.

Additionally, when you take the Help action to aid an ally (including your golem) in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the allied creature can see or hear you.

Autonomous Action
Starting at 5th level, you no longer need to spend your action or reaction to direct the golem to use its action or reaction, and it can act following mental commands communicated while it is within 60 feet of you.

If the Golem is not directed to take any action, it will take the Dodge action in combat.

Magical Nature
Additionally at 5th level, your golem's natural weapons count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Magic Initiate
Mending
Fire Bolt
Catapult

Crusher
TCE
p79
You are practiced in the art of crushing your enemies, granting you the following benefits:
Increase your Strength or Constitution by 1, to a maximum of 20.
Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.

Tough
PHB
p170
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Seeking Projectile
1st-level transmutation

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 10 minutes
You touch a piece of ammunition or weapon with the thrown property imbuing it with the property of seeking its target. When a ranged attack roll is made with that weapon that attack gains advantage and the attack roll can add your spell casting modifier to the value on the dice. If that makes the value on the die + your spell casting modifier results in a 20 or more, the attack is a critical hit as if a 20 was rolled. After making the attack roll, the spell ends.

Returning Weapon
1st-level transmutation

Casting Time: 1 action
Range: Self
Components: V, S, M (A magic item that casts a spell).
Duration: 24 hours.
Classes: Inventor
Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

Catapult
1st-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous
Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

Mending
Transmutation cantrip
Casting Time: 1 minute
Range: Touch
Components: V, S, M (two lodestones)
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as 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.

Fire Bolt
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
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.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Spellcasting
Armor: Light armor, medium armor
Weapons: Simple weapons, hand crossbows, heavy crossbows.
Tools: Smith's tools and tinker's tools.

Languages & Proficiencies


™ & © 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

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

Smiley7789.

Statblock Type

Character Sheet (latest)

Link/Embed