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Gizmo Gabel

6 Level (0/23000 XP for level-up) Sage Background Rock Gnome Race / Species / Heritage Chaotic Good Alignment
Artificer
Level 6
Hit Dice: 5/6
1d8+2 Class 1

STR
10
+0
DEX
14
+2
CON
14
+2
INT
19
+4
WIS
10
+0
CHA
10
+0
45
Hit Points
+2
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
25
Speed (walk/run/fly)
13
Passive Perception
1 / 1
Eldritch Cannon
2 / 4
Infusions
36 / 36
Cube of Force
Spellcasting ...
+7 Attack mod
INT Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+2 Dexterity
+5 Constitution
+7 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+2 Acrobatics DEX
+0 Animal Handling WIS
+7 Arcana INT
+0 Athletics STR
+0 Deception CHA
+7 History INT
+0 Insight WIS
+0 Intimidation CHA
+7 Investigation INT
skills
+0 Medicine WIS
+4 Nature INT
+3 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+4 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Light Hammer +0 STR 1d4 bludgeoning
 Light, thrown (20/60)
Handaxe +0 STR 1d6 slashing
 Light, thrown (20/60)
Crossbow, light +0 STR 1d8 piercing
 Ammunition, Loading, (Range 80/320), Two-Handed
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Mending 1min Touch inst 2d6 VSM
 Notes:Material (two lodestones), 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.
Fire Bolt 1action 120ft inst 2d10 VS
 Notes:A flammable object hit by this spell ignites if it isn’t being worn or carried.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Catapult 1action 60ft inst 3d8 S
 Notes: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.
Tasha's Caustic Brew 1action Self(30ft line) Con 1min 2d4 VSM
 Notes:Material: Bit of Rotten food, A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
Thunder Wave 1action Self(15ft cube) inst 2d8 VS
 Notes:A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
Shield 1reaction Self 1round VS
 Notes:An invisible barrier of magical force appears and 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.
False Life 1action Self 1hour 1d4+4 VSM
 Notes:Material: bit of Alkohol or Spirit, Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
Feather Fall 1reaction 60ft 1min VSM
 Notes:Material: small feather or peace of down, Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Catapult 1action 60ft inst 3d8 + S
 Notes: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.
Tasha's Caustic Brew 1action Self(30ft line) Con 1min 2d4 + VSM
 Notes:Material: Bit of Rotten food, A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
Thunder Wave 1action Self(15ft cube) inst 2d8 + VS
 Notes:A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
False Life 1action Self 1hour 1d4+4 + VSM
 Notes:Material: bit of Alkohol or Spirit, Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
Scorching Ray 1action 120ft inst 2d6 VS
 Notes:You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray.
Shatter 1action 60ft inst 3d8 VSM
 Notes:Material: a chip of mica, A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
Steve 5pfund
Studded Leather (Armor)
20 bolts
thieves’ tools
dungeoneer’s pack (a backpack, a crowbar, a hammer, 10 pitons, 9 torches, a tinderbox, 9 days of rations, and a waterskin)
A bottle of ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a pouch
alcohol,feather
3 healing potion

spotted lion fur 1kg
168 gramm magic flower for healing potion
potion of mindreading
potion of climbing

sword burst spellscroll
blade ward spellscroll

Letter from elf
amulett mit bild
2 token of the challenger

infernal talisman of leemur summoning
When activated, it allows the bearer to summon forth a Lemure from the depths of the Nine Hells to serve them for up to 1 hour or until their hit points reach 0. There is no limit on how often this talisman can be used.

chalice of infinite wine

drift globe

bracelet of constitution
bracelet of dexterity

All-Purpose Tool
Wondrous item, uncommon (+1),(requires attunement by an artificer)
This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the "Equipment" chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it. While holding this tool, you gain a bonus to the spell attack rolls and the saving throw DCs of your artificer spells. The bonus is determined by the tool's rarity.
As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.

cube of force
This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.
You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration.

If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 2060, Platinum: 0 Money
Languages:
common, gnomish,Dwarvish, goblin

Proficiencies:
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: Thieves’ tools, tinker’s tools, Smithing tools, Woodcraver's tool
Firearm Proficiency: 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.

Languages & Proficiencies
I… speak… slowly… when talking… to idiots,… which… almost… everyone… is… compared… to me.

Personality Traits
Emotions must not cloud our logical thinking.

Ideals
I have an ancient text that holds terrible secrets that must not fall into the wrong hands.

Bonds
I speak without really thinking through my words, invariably insulting others.

Flaws
- Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. 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 can't discern color in darkness, only shades of gray.

  • 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.




  • Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.




  • Artificer's Lore. Whenever you make an Intelligence (History) check related to magical, alchemical, or technological items, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply.




  • Tinker. You have proficiency with artisan tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:



  • Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.



  • Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.



  • Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.



  • At your DM's discretion, you may make other objects with effects similar in power to these. The Prestidigitation cantrip is a good baseline for such effects.

  • Researcher. When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.




  • Eldritch Cannon. Also at 3rd level, you've learned how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand. Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one cannon at a time and can't create one while your cannon is present.




  • The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.

    When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.

    Eldritch Cannon (15HP,18AC)

    Flamethrower: The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

    Force Ballista: Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.

    Protector: The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).

    Infusions:
    Enhanced Arcane Focus
    Item: A rod, staff or wand (requires attunement)
    While holding this item, a creature gains +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.
    The bonus increases to +2 when you reach 10th level in this class.

    Mind Sharpener
    Item: A suit of armor or robes
    The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to succeed instead. The item regains 1d4 expended charges daily at dawn.

    Returning Weapon
    Item: A simple or martial weapon with the thrown property
    This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.

    Replicate Magic Item
    Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. A table's title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.
    In the tables, an item's entry tells you whether the item requires attunement. See the item's description in the Dungeon Master's Guide for more information about it, including the type of object required for its making.
    If you have Xanathar's Guide to Everything, you can choose from among the common magic items in that book when you pick a magic item you can replicate with this infusion.
    http://dnd5e.wikidot.com/artificer:infusions

    Arcane Firearm
    At 5th level, You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.
    You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.

    Notes


    ™ & © 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

    Basic Rules

    Cube of Force

    Wondrous Item

    Rare Requires Attunement

    This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.   You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 3 squares on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration.   If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains.  
    FaceChargesEffect
    1 1 Gases, wind, and fog can't pass through the barrier.
    2 2 Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
    3 3 Living matter can't pass through the barrier.
    4 4 Spell effects can't pass through the barrier.
    5 5 Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
    6 0 Deactivate the cube.
      The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below.  
    Spell or itemCharges Lost
    Disintegrate 1d12
    Horn of blasting 1d10
    Passwall 1d6
    Prismatic spray 1d20
    Wall of fire 1d4


    Homebrew

    Infernal Talisman of Lemure Summoning

    Wondrous Item

    Rare

    This small, obsidian talisman is adorned with infernal runes and sigils, radiating an aura of malevolent energy. When activated as an action, it allows the bearer to summon forth a Lemure from the depths of the Nine Hells to serve them for up to 1 hour or until their hit points reach 0. While a lemur is summoned the talisman remains activated and cannot be reused until the Lemur returns to the Nine Hells. The Lemur can be returned by deactivating the talisman as an action.


    Weight: 100g

    The statblocks of your class features

    Statblocks for your familiars, mounts etc.

    Monster Manual, page 76

    Lemure

    Medium fiend (devil), lawful evil
    Armor Class: 7
    Hit Points: 13 (3d8)
    Speed: 15 ft

    STR

    10 +0

    DEX

    5 -3

    CON

    11 +0

    INT

    1 -5

    WIS

    11 +0

    CHA

    3 -4

    Skills: Proficiency Bonus +2
    Damage Resistances: cold
    Damage Immunities: fire, poison
    Condition Immunities: charmed, frightened, poisoned
    Senses: Darkvision 120 ft, Passive Perception 10
    Languages: understands Infernal but can't speak
    Challenge Rating: 0

    Devil's Sight. Magical darkness doesn't impede the lemure's darkvision.   Hellish Rejuvenation. A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water.

    Actions

    Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage

    Basic Rules, pg. 144

    Mastiff, Mount CR: 1/8

    Medium beast, unaligned
    Armor Class: 12
    Hit Points: 5 1d8+1
    Speed: 8 sq

    STR

    13 +1

    DEX

    14 +2

    CON

    12 +1

    INT

    3 -4

    WIS

    12 +1

    CHA

    7 -2

    Skills: Perception +3
    Senses: passive Perception 13
    Challenge Rating: 1/8 ( 25 XP)
    Proficiency Bonus: +2

    Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.   Mount Training. The mastiff is well trained for use as a mount. The rider gets advantage on any riding and other checks that use animal handling.

    Actions

    Bite. Melee Weapon Attack: +3 to hit, reach 1 sq., one target. Hit: 4 1d6+1 piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

    This mastiff has been trained for riding by Gnomes, Halflings and other small humanoids. The mastiff listens very well to their rider and knows how to behave.

    Suggested Environments

    Forest, Hill, Urban

    Statblocks for race/species of the character.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    PHB

    Mending

    0-level (Cantrip) Transmutation

    Casting Time: 1 minute
    Range/Area: Touch
    Components: V,S,M
    Materials: (two lodestones)
    Duration: Instantaneous
    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

    PHB

    Firebolt

    0-level (Cantrip) Evocation

    Casting Time: 1 action
    Range/Area: 120ft
    Components: V,S
    Duration: Instananeous
    Attack/Save: ranged
    Damage/Effect: fire
    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: At Higher Levels. This spell’s damage increases by 1d10 when you reach 5th level 2d10 , 11th level 3d10 , and 17th level 4d10 .
    Available for: Artificer, Sorcerer, Wizard

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


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    DeathSkive.

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