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Belvidire Spryte

2 Level (0/900 XP for level-up) Sage - Researcher turned disgraced academic </3 Background Pixie Race / Species / Heritage Alignment
Artificer
Level 2
Hit Dice: 2/2
1d8+1 Class 1

STR
10
+0
DEX
12
+1
CON
12
+1
INT
16
+3
WIS
11
+0
CHA
10
+0
15
Hit Points
+1
Initiative (DEX)
12
Armor Class (AC)
+2
Prof. Bonus
(Tiny) walking 15ft (small) 25 / flying 35
Speed (walk/run/fly)
12
Passive Perception
Spellcasting ...
+5 Attack mod
INT Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+1 Dexterity
+3 Constitution
+5 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+1 Acrobatics DEX
+0 Animal Handling WIS
+5 Arcana INT
+0 Athletics STR
+0 Deception CHA
+5 History INT
+0 Insight WIS
+0 Intimidation CHA
+5 Investigation INT
skills
+0 Medicine WIS
+5 Nature INT
+2 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+3 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +1 DEX 1d4+1 piercing
 Finesse, Light, Thrown (range 20/60), Nick
Dagger +1 DEX 1d4+1 piercing
 Finesse, Light, Thrown (range 20/60), Nick
Light Crossbow +1 DEX 1d8+1 piercing
 Ammunition, Loading, (Range 80/320), Two-Handed, Slow
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #


Darkvision: Living mostly outdoors without exposure to traditional lighting, you have superior vision in dark or 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.


Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.


Nature's Child: The children of the Feywild have a natural gift for the outside world. You are proficient in the Nature skill.


Invisibility: Starting at 3rd level, you can cast the invisibility spell without needing a material component, choosing yourself as the target. You can cast invisibility this way three times, regaining your uses of the spell after finishing a long rest.


Wing Regrowth: If your wings are cut, removed or injured, you regrow them at the end of a long rest.


Size is Tiny (may spend an amount of hours equal to x (x being con-monx2) to become small transformation, this takes an action. Can transform to Small 4 times a day.




Features & Traits

  • any two simple weapons
  • a light crossbow and 20 bolts
  • studded leather armor
  • tinker's tools
  • one type of artisan tools (not sure)
  • thieves’ tools and a dungeoneer’s pack

Equipment: A bottle of black 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 belt pouch containing 10 gp


Too




Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money


Spell save DC = 8 + your proficiency bonus + your Intelligence modifier


Spell attack modifier = your proficiency bonus + your Intelligence modifier



Spellcasting

Common : Universal pidgin; practical but shallow. Spoken everywhere, understood by most., Elvish, and Sylvan, Mistfen Marshes - Fenish, Nexus Lands - Aurelian


Proficent in Nature


Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice
Saving Throws: Constitution, Intelligence




Languages & Proficiencies

Very intelligent but defensive. Brash but insecure





Personality Traits



arsonist, mean, and small




Flaws

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.


Infusions: Homonculus Servant, Enhanced weapon, Replicate Magic Items (choose 4, only 2 active)


Rope of Climbing (use with snare??)


This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.


If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.


The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.


Enhanced Weapon


Item: A simple or martial weapon


This magic weapon grants a +1 bonus to attack and damage rolls made with it.


The bonus increases to +2 when you reach 10th level in this class.


Homunculus Servant


Item: A gem or crystal worth at least 100 gp


You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms.


You determine the homunculus's appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.


The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.


In combat, the homunculus 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 homunculus can take any action of its choice, not just Dodge.


The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.



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.




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

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Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

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Statblocks for your spells.

Level 0 Spells

D&D 5e

Fire Bolt

0-level (Cantrip) Evocation

Casting Time: Action
Range/Area: 120ft
Components: V, S
Duration: Instantaneous
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.

Available for: Any

Xanathar's Guide to Everything

Create Bonfire

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 60'
Components: Verbal, Somatic
Duration: Concentration, up to 1 minute
Attack/Save: Dexterity Save
Damage/Effect: 1d8 fire

You create a bonfire on ground that you can see within range. Until the spell ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there.

At higher levels:

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Available for: Artificer, Druid, Sorcerer, Warlock, Wizard

Xanathar's Guide to Everything / Elemental Evil Player's Companion

Magic Stone

0-level (Cantrip) Transmutation

Casting Time: 1 bonus action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: ranged
Damage/Effect: 1d6 + your spellcasting ability modifier bludgeoning

You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.

If you cast this spell again, the spell ends early on any pebbles still affected by it.

Available for: Artificer, Druid, Warlock

Level 1 Spells

PHB

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

Tasha's Caustic Brew

1-level Evocation

Casting Time: 1 action
Range/Area: Self (30 ft. line)
Components: V, S, M
Materials: a bit of rotten food
Duration: 1 minute (concentration)

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.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.

Available for: Artificer, Sorcerer, Wizard

PHB

Faerie Fire

1-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: Verbal
Duration: Concentration, up to 1 minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).   Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.   Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
Available for: Artificer, Bard, Druid

Xanthar's Guide to Everything

Snare

1-level Abjuration

Casting Time: 1 minute
Range/Area: Touch
Components: S, M*
Materials: 25 feet of rope, which the spell consumes
Duration: 8 hours

As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.

This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.

The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.

A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.

After the trap is triggered, the spell ends when no creature is restrained by it.

Available for: Artificer, Druid, Ranger, Wizard

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