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Vincent

6 Level (0/23000 XP for level-up) Marine Background Halfling Race / Species / Heritage Alignment
Artificer
Level 6
Hit Dice: 6/6
1d8+3 Class 1

STR
12
+1
DEX
14
+2
CON
16
+3
INT
14
+2
WIS
12
+1
CHA
8
-1
11
Hit Points
+2
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
Spellcasting ...
+5 Attack mod
INT Ability
+2 Abi Mod
13 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Strength
+2 Dexterity
+6 Constitution
+5 Intelligence
+1 Wisdom
-1 Charisma
saving throws
+2 Acrobatics DEX
+1 Animal Handling WIS
+5 Arcana INT
+4 Athletics STR
-1 Deception CHA
+2 History INT
+1 Insight WIS
-1 Intimidation CHA
+2 Investigation INT
skills
+1 Medicine WIS
+2 Nature INT
+1 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+2 Religion INT
+5 Sleight of Hand DEX
+2 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Revolver +5 DEX 2d8+2 Piercing
 5-60 ft, 6 bullet chamber.
Bolt-action Rifle +5 DEX 3d20+2 Piercing
 50-125 ft, 1 bullet chamber, reloading property, requires bonus action to fire, 2 and 3’s count as nat 1’s for Bolt-action rifles
Survival Knife +4 STR 1d6+1 Slashing
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
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 magical effect

Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.

Brave: You have advantage on saving throws against being frightened.

Nimble: You can move through the space of any creature that is of a size larger than yours.

Stout Resilience: You have advantage on saving throws against poison, and you have resistance to poison damage.

Fanning: Allows you once per short or long rest to fire all of your bullets in yourrevolver dealing 6 attacks worth of damage. The only guns this applies to are Revolvers and Shotgun... Revolvers

Features & Traits
Scale Mail, thieves’ tools, dungeoneer’s pack, traveler's clothes

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, Small firearms, Big firearms
Tools: Thieves’ tools, tinker’s tools, Smith's tools

Languages. You can speak, read, and write Common and Halfling.

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.

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Level 0 Spells

Based on Player's Handbook

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: Of equivalent value
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 33 centimeters 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: Netrunner

Replacement Series

Guidance

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Magic enhances your words as you advise one creature that can see and understand you within range. Once before the spell ends, the target can roll 1d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.   A creature with 4 Intelligence or higher that perceives your spellcasting is aware of its magical influence and responds accordingly.
At higher levels: At 5th Level. You can cast this spell on a willing creature of your choice that you can see within 30 feet of you.
At 11th Level. When the target rolls a 1 for the benefit of this spell it may reroll the die and must use the new roll, even if the new roll is a 1.
At 17th Level. You can choose up to two creatures to receive the benefit of this spell. The spell ends when both targets have rolled, and each target may only roll once within its duration.
Available for: Cleric, Druid

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